[GUIDE] Skewing textures in Hammer (by Kaffikopp)

Discussion in 'Tutorials & Resources' started by Seba, Jul 7, 2015.

  1. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Found this linked on Facepunch and, after basking in its glory, decided to link it here. The answer to all your "how do I texture the wall next to a ramp/stairs" problems.

    http://forums.svencoop.com/showthread.php/41242-Skewing-textures-in-Hammer

    Only caveat is that that was written for GoldSrc, which has a different Face Edit window; in modern Hammer the Align to View option is under Mode (by default it's Lift+Select).
     
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  2. Dr. Orange

    Dr. Orange L6: Sharp Member

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    When I first saw the title in the new forum posts section, I thought this was a brand new tutorial for Source. Turns out it was the same guide I read on TWHL.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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  4. TyeZenneth

    TyeZenneth L6: Sharp Member

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    ...I use camera tool.
     
  5. DonutVikingChap

    DonutVikingChap L5: Dapper Member

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  6. tyler

    aa tyler snail prince, master of a ruined tower

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  7. Pocket

    aa Pocket func_croc

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    I... whaaaa?! You can do this? All this time I figured... and the... but then why did they never... do they even know... the staircases in Double Cross could have been...

    I need to lie down for a while.
     
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  8. worMatty

    aa worMatty Repacking Evangelist

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    Very interesting. I had trouble understanding the instructions in the guide, so first had to find out how the camera tool worked and how to use it. I tried the method in the linked post but in the modern TF2 Hammer we use, the process was slightly different and needed some extra steps. The placement of the camera position in my 2D side view was lower, occupying the same grid point as the bottom point of my sloping brush (though, my slope was 128 units, not 64 as it is in the tutorial). After using the Align To View function, the skewing worked but the texture became around 1.5 times its previous scale. I needed to 'Fit' it, then divide the X and Y dimensions in half in Calculator, and paste them back in. They were six decimal places.

    There is no easy way to mirror a face, unless you are using face alignment on your sloped face, and the neighbouring faces are using world alignment, and you are facing the 'rear' of the world. Texture lock, and rotating the brush is the only way I know of. I suppose you could make a face-aligned cube in your map and select each appropriate face as a reference for orientation, if you planned to use this method multiple times in the map.

    I wonder if this has any effect on the lightmap?
     
  9. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    You can easily mirror a texture by making the Y or X negative.
     
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  10. worMatty

    aa worMatty Repacking Evangelist

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    Thanks, Tumb that's great!