Need help with aligning textures

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Burnout6010

L5: Dapper Member
Oct 14, 2012
207
67
captureext.png


How could I align this correctly ? In 2fort, you clearly see it is very well aligned and in Doublecross too (the stairs part, near the spawn)

Thanks :3
 

tyler

aa
Sep 11, 2013
5,102
4,621
Well, let's look.

1rvMw


On 2fort, seems they use rubber trim overlays.

1rvNB


On Doublecross, looks like they're using several brushes with angled edges.

1rvOF


Looks like they also left some red textures there from when they flipped the map.

You can align these really easily if you do this.

Here's your brush:

1rvPY


Select the slanted top and apply the texture you want on the side to it. Align it to world.

1rvQY


Select it and hold ALT and right click the face you want to have this texture. This aligns the face you click with the one you have selected.

I get this:

1rvRy


Next, hit align to bottom and figure out how it's oriented. Mine was upside down, so I rotated 180 degrees and aligned to bottom again.

1rvRR


Ta-da.
 
Jan 8, 2011
397
393
I've just been clipping brushes and rotating textures manually until they look good... never realized there was a better way to do this.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I tend to nodraw the back brush to seal the room and then put displacement in and raise one edge and the 2 middle vertices along the horizontal plain. That way the texture retains its dimensions unlike when rotating it using the texture browser.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
I tend to nodraw the back brush to seal the room and then put displacement in and raise one edge and the 2 middle vertices along the horizontal plain. That way the texture retains its dimensions unlike when rotating it using the texture browser.

Yep, you also don't get the seam.
 

tyler

aa
Sep 11, 2013
5,102
4,621
That is even cleverer, but don't you get lighting seams?
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Select the slanted top and apply the texture you want on the side to it. Align it to world.

You shouldn't really align a slanted brush to the world unless there's a specific reason to. If aligning it to "face" puts it at the wrong angle (and it should only be 90 or 180 degrees off), you should leave it that way and set the rotation manually.

Everything else you said is solid.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Well damn.

I've been using trigonometry to calculate the correct angles.

*brofist*

That's what I did back before I learned about the Alt+M2 thing. Though the first thing I did open an official map that had slanted brushes in it, hoping I could just copy the angles from that. I had a hunch something was up when I saw that they had neither odd angles nor either of the alignment boxes checked.

I still have to use trig to align handrail props, though, so high school math classes weren't a complete waste.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You only get seems if there is poor lighting which is true for all geometry; as for the actual texture, as Honey said, it's a perfect fit every time. Although there is the downside that you can't group a displacement face with geometry to blend shadows if a seem does occur. Other than that it's a perfect finish if Vrad doesn't puke all over your map.
 
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