Need help with aligning textures

Discussion in 'Mapping Questions & Discussion' started by Burnout6010, Nov 18, 2012.

  1. Burnout6010

    Burnout6010 L5: Dapper Member

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    [​IMG]

    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
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    Well, let's look.

    [​IMG]

    On 2fort, seems they use rubber trim overlays.

    [​IMG]

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

    [​IMG]

    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:

    [​IMG]

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

    [​IMG]

    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:

    [​IMG]

    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.

    [​IMG]

    Ta-da.
     
    • Thanks Thanks x 4
  3. Burnout6010

    Burnout6010 L5: Dapper Member

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    Thanks for taking the time to explain :)
    You could make a tutorial out of it maybe
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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  5. Shanghai

    Shanghai L6: Sharp Member

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    I've just been clipping brushes and rotating textures manually until they look good... never realized there was a better way to do this.
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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.
     
  7. honeymustard

    honeymustard L9: Fashionable Member

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    Yep, you also don't get the seam.
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    That is even cleverer, but don't you get lighting seams?
     
    Last edited by a moderator: Nov 19, 2012
  9. Pocket

    aa Pocket func_croc

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    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.
     
  10. Deodorant

    Deodorant L6: Sharp Member

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    Well damn.

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

    GPuzzle L9: Fashionable Member

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    I made a computer program to calculate that for me.
     
  12. Pocket

    aa Pocket func_croc

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    *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.
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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.
     
    Last edited: Nov 22, 2012