major,

you could have just left your first e-mail and then later called it a joke.

----- Original Message -----
From: Major Johnson <[email protected]>
Date: Thursday, September 10, 2009 12:35 pm
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>

> Doh.  I can't read today.  Twi*s*ter not Twi*t*ter.
> 
> On Thu, Sep 10, 2009 at 1:19 PM, Major Johnson 
> <[email protected]> wrote:
> 
> > I don't see how twitter would solve an unusual geometry problem.
> >
> > Draco18s
> >
> >
> >
> > On Thu, Sep 10, 2009 at 10:21 AM, Tobias Kammersgaard <
> > [email protected]> wrote:
> >
> >> Have you tried using Twister?
> >> 
> http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users.on.net/%7Eimperialcarp/Twister/Twister.html>>>
> >> 
> <http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users.on.net/%7Eimperialcarp/Twister/Twister.html>>That>>
>  might make
> >> it easier for you.
> >>
> >> /ScarT
> >>
> >>
> >> 2009/9/10 Minh <[email protected]>
> >>
> >> > yea, I thought of cutting the brushes up so they are 
> triangles but then
> >> > i couldn't turn them into displacements
> >> >
> >> > Bluestrike wrote:
> >> > > I would clip the square blocks in 2 so I get triangles 
> and then
> >> > manipulate
> >> > > the points to smooth it out.
> >> > > Now the question is how you want to fill up the space 
> around the
> >> paths,
> >> > it
> >> > > can be done using large displacements that go under the path,
> >> > > what would cause some inperfect texture allignments, 
> another way to do
> >> it
> >> > is
> >> > > to create several large displacements in a slope and 
> simply paint the
> >> > road
> >> > > on it after you modeled the terrain until its the way you 
> like it.
> >> > >
> >> > > ----- Original Message -----
> >> > > From: "Minh" <[email protected]>
> >> > > To: "Discussion of Half-Life Mapping" <
> >> [email protected]
> >> > >;
> >> > > "Jess Cliffe" <[email protected]>
> >> > > Sent: Thursday, September 10, 2009 8:25 AM
> >> > > Subject: [hlmappers] Displacement problem.
> >> > >
> >> > >
> >> > >
> >> > >> Ok, im having a wicked time trying to create a winding 
> road down a
> >> > >> hillside. I'm using brushes to create the pathway (which 
> i will later
> >> > >> turn into displacements). Now, in order for the 
> displacements to sew
> >> > >> properly, I need to make sure the vertices of the path 
> are all
> >> > >> connected. I'm having a bitch of a problem doing this 
> because it
> >> causes
> >> > >> "invalid solid structures".
> >> > >> Here's a pic of what my path looks like
> >> > >> http://www3.telus.net/public/a6a91102/winding_road_hill.jpg
> >> > >>
> >> > >> Here's what a portion of the path looks like after i vertex
> >> manipulate
> >> > >> it so the vertices touch
> >> > >> http://www3.telus.net/public/a6a91102/problem_before.jpg
> >> > >>
> >> > >> Now, this is what I get after I "fix" the brushes so 
> they're valid
> >> > >> structures
> >> > >> http://www3.telus.net/public/a6a91102/problem_after.jpg
> >> > >>
> >> > >>
> >> > >> So my question is, should I just make the path lie flat, 
> and then
> >> turn
> >> > >> them into displacements and then raise them?
> >> > >>
> >> > >> _______________________________________________
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> >> > >> please visit:
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> >> > >>
> >> > >
> >> > >
> >> > > _______________________________________________
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> >> > please visit:
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> >> > >
> >> > >
> >> > >
> >> >
> >> > _______________________________________________
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> >> > please visit:
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> >> >
> >> >
> >> _______________________________________________
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> >>
> >>
> >
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