Noob question about textures

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
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I'm putting together my first TF2 map. Is it possible for me to have two different textures on the same side of a brush?

I'm trying to minimize brushes for optimization reasons. I have an interior and exterior whose floor is on the same level, just broken up by details around the door jamb. I'd like for the floor to be one brush, but cant figure out how to make the brush have the separate textures for the interior and exterior.

I know it's simple to just have 2 different brushes. I guess I just want to know if it can be done. :p
 

YM

LVL100 YM
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Dec 5, 2007
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Nope, one brush per texture as far as faces are concerned. obviously you can have a different texture on each face of a brush...
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Thanks Youme! I figured you would have the answer.

My first test map I made brushes to match the size of some concrete wall textures. The textures looked to me like they were made to be tiled together. I didn't know if I was going about it the hard way with multiple brushes for the same wall, or if there was an easier way to tile the textures.
 

YM

LVL100 YM
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Dec 5, 2007
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if it is the same texture, just use one brush, I thought you meant different textures, like a red wall and a blue wall.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
What i was meaning in my example was similar textures that look as if they were meant to 'fit' together. Such as:

brickwall001, brickwall001b, brickwall001c & brickwall001d.

Is it typical for mapmakers to make for example 4 different wall brushes side by side with each of these textures in sequence in order to make it appear as one wall in the game world?

I just want to be sure I am doing it the best way for optimization's sake.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
What i was meaning in my example was similar textures that look as if they were meant to 'fit' together. Such as:

brickwall001, brickwall001b, brickwall001c & brickwall001d.

Is it typical for mapmakers to make for example 4 different wall brushes side by side with each of these textures in sequence in order to make it appear as one wall in the game world?

I just want to be sure I am doing it the best way for optimization's sake.

yes. But its usually top to bottom, not side by side.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
Yep, thats the best way, A different brushes for each texture. I think Valve does it that way too.

You could also use overlays, but I think that would be even less optimized.

Plane rectangle world brushes barely effect performance at all, when it comes to compiling I think VIS just considers them as one big brush (as long as they are aligned perfectly with each other).
 

YM

LVL100 YM
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Dec 5, 2007
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I'm pretty sure vix only looks at the space between brushes, so if all three brushes are aligned perfectly then it should treat them as one brush
 

MangyCarface

Mapper
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Feb 26, 2008
1,626
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They're actually compiled into essentially one brush, if you noclip inside one ingame you'll see how that works. To seamlessly put together the three textures (bottom, middle, and top) I'd apply the bottom first and align it correctly, then use the Clip tool to cut the brush right where the texture tiles. Then reselect the new top brush face, simply apply the new texture since the alignment is already correct, and repeat for the last texture.
 

trackhed

L3: Member
Jan 24, 2008
106
2
you can use overlays for the other textures (erosions, drips, paint) on the base wall texture

in case you need a space covered with grime and dont want 8 extra faces ;)