Not sure why there would be a sewing problem?  The road is end to end sewn
together.  The terrain it rests on would be a separate displacement,
"co-existing".  Edges of the road would just sink into surrounding terrain
not be sewn. 

The fact the road displacement is an arch to start with shouldn't matter any
more than separate hand constructed brushes. (other than being nice, uniform
segments) at least I don't know of any issues with arches and displacements.

Anyhow, the original issue of invalid brush comes from one of the faces that
has 4 "corners" all at different elevations.  A displacement, however is
seen by the editor as the shape it was before displaced.  Once displaced the
new visible mesh can go anywhere. 
Today's Topics:

   1. Re: Displacement problem. (Major Johnson)
   2. Re: Displacement problem. (Dan W)


----------------------------------------------------------------------

Message: 1
Date: Thu, 10 Sep 2009 16:35:41 -0400
From: Major Johnson <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Well Pfffb.

Draco18s


On Thu, Sep 10, 2009 at 4:19 PM, Benjamin J Dunbar <
[email protected]> wrote:

> 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/%7Eimperialcarp/Twister/Twister.html>>>
> > >>
> >
<http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users
.on.net/%7Eimperialcarp/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?
> > >> > >>
> > >> > >> _______________________________________________
> > >> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives,
> > >> > >> please visit:
> > >> > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >> > >>
> > >> > >
> > >> > >
> > >> > > _______________________________________________
> > >> > > To unsubscribe, edit your list preferences, or view the
> > list archives,
> > >> > please visit:
> > >> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >> > >
> > >> > >
> > >> > >
> > >> >
> > >> > _______________________________________________
> > >> > To unsubscribe, edit your list preferences, or view the
> > list archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >> >
> > >> >
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list
> > archives,>> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >>
> > >>
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>


------------------------------

Message: 2
Date: Fri, 11 Sep 2009 07:01:47 +1000
From: Dan W <[email protected]>
Subject: Re: [hlmappers] Displacement problem.
To: Discussion of Half-Life Mapping <[email protected]>
Message-ID:
        <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

That's all well and good until you need to combine those displacements with
the actual terrain, and considering that you've used arches, sewing would be
rather difficult. If the hillside is already a displacement, can you get
away with using alpha blending to create a path? You might not be able to
use one of the "road" textures, but maybe generic concrete would do the
trick.

On Fri, Sep 11, 2009 at 6:46 AM, Jeff Russo <[email protected]>wrote:

> Wow yall are taking a long way around IMO.
> This is how I would do it:
> Create "reference elevation brushes"  at various points where the road
must
> be as it winds down the hill.   Then create a 6 sided arch that is like
256
> thick and high enough to to go from highest point to lowest point and
route
> the path through your points keeping the road surface in the same
> (highest)plane.
> http://sunspotnet.net/sunspot/winding.jpg
> now change the road surface into a displacemnt and set the displacement
> tool
> to max width.  Work your way down the road dropping it in elevation using
> the ref brushes to kinda know where you are.  Go back and  Smooth it.
> Boom...   nice sloping curvy road.
> http://sunspotnet.net/sunspot/winding1.jpg
> http://sunspotnet.net/sunspot/winding2.jpg
> http://sunspotnet.net/sunspot/winding3.jpg
> http://sunspotnet.net/sunspot/windingroad.vmf
>
> This example took me about 10 minutes tops, no vertex manip used although
> while in the flat plane it would be easy to add straight sections or
> whatever. Keeping all the faces highlited during terrain edit will save
you
> from sewing problems as well.
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 10 Sep 2009 15:25:57 +0900
> From: Minh <[email protected]>
> Subject: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping
>         <[email protected]>,     Jess Cliffe
>        <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> 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?
>
>
>
> ------------------------------
>
> Message: 2
> Date: Thu, 10 Sep 2009 01:59:15 -0500
> From: Benjamin J Dunbar <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=us-ascii
>
> can you make the path on one plane instead of making the path pieces
> descend?  Then you can vertex them together and turn them into
> displacements, round off the sides...then select all the pieces of the
path
> and rotate them to slope down the hillside?  I don't know how to solve
your
> unusual solids issue.  Hope I explained this well for you.
>
> ----- Original Message -----
> From: Minh <[email protected]>
> Date: Thursday, September 10, 2009 1:26 am
> Subject: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>,
> Jess
> Cliffe <[email protected]>
>
> > 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?
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 10 Sep 2009 16:31:50 +0900
> From: Minh <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Yea, I think that may be the only method of doing this..
>
> Benjamin J Dunbar wrote:
> > can you make the path on one plane instead of making the path pieces
> descend?  Then you can vertex them together and turn them into
> displacements, round off the sides...then select all the pieces of the
path
> and rotate them to slope down the hillside?  I don't know how to solve
your
> unusual solids issue.  Hope I explained this well for you.
> >
> > ----- Original Message -----
> > From: Minh <[email protected]>
> > Date: Thursday, September 10, 2009 1:26 am
> > Subject: [hlmappers] Displacement problem.
> > To: Discussion of Half-Life Mapping <[email protected]>,
> Jess Cliffe <[email protected]>
> >
> >
> >> 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?
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >>
> >>
> >>
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
> >
>
>
>
> ------------------------------
>
> Message: 4
> Date: Thu, 10 Sep 2009 12:26:43 +0200
> From: "Bluestrike" <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: "Discussion of Half-Life Mapping"
>        <[email protected]>
> Message-ID: <070172034f3d4f2ca36d08cadfd4a...@ares>
> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>        reply-type=original
>
> 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?
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
>
>
> ------------------------------
>
> Message: 5
> Date: Thu, 10 Sep 2009 20:43:10 +0900
> From: Minh <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> 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?
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
> >
>
>
>
> ------------------------------
>
> Message: 6
> Date: Thu, 10 Sep 2009 16:21:53 +0200
> From: Tobias Kammersgaard <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID:
>        <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 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?
> > >>
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list
archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >>
> > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >
> > >
> > >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
>
> ------------------------------
>
> Message: 7
> Date: Thu, 10 Sep 2009 13:19:27 -0400
> From: Major Johnson <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID:
>        <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 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/%7Eimperialcarp/Twister/Twister.html>
> >
> >
>
<http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users
.on.net/%7Eimperialcarp/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?
> > > >>
> > > >> _______________________________________________
> > > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > > >> please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > > >>
> > > >
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > > >
> > > >
> > > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> > >
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
>
> ------------------------------
>
> Message: 8
> Date: Thu, 10 Sep 2009 13:20:23 -0400
> From: Major Johnson <[email protected]>
> Subject: Re: [hlmappers] Displacement problem.
> To: Discussion of Half-Life Mapping <[email protected]>
> Message-ID:
>        <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> 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/%7Eimperialcarp/Twister/Twister.html>
> >>
> >>
>
<http://www.users.on.net/~imperialcarp/Twister/Twister.html<http://www.users
.on.net/%7Eimperialcarp/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?
> >> > >>
> >> > >> _______________________________________________
> >> > >> To unsubscribe, edit your list preferences, or view the list
> >> archives,
> >> > >> please visit:
> >> > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >> > >>
> >> > >
> >> > >
> >> > > _______________________________________________
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >> > >
> >> > >
> >> > >
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >> >
> >> >
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >>
> >>
> >
>
>
> ------------------------------
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
>
> End of hlmappers Digest, Vol 19, Issue 4
> ****************************************
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>


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