Can anyone explain what the math is behind if you want the texture to be perfect scale on the face on a brush, the axes need to define a plane that is parallel to the face's plane, otherwise you'll get stretching.
As I have read on the VERC it states: These axes are defined by tx1/y1/z1 and tx2/y2/z2, giving two vectors which define what's "right" and what's "up" relative to the texture - so if you wanted to go "right" 1 unit, you'd go along the first axis for 1 unit. Going "down" 2 units would be going backwards along the second axis for 2 units. How much the texture is offset along these axes is defined by toffs1 and toffs2, measured in HL units. I am trying to work up a way to export a polygonal soup into MAP brushes for a simple editor I am working to understand the MAP format better. I have searched the web for days, and havent come close to any sensible solution to figuring out how these axis number come to be. I know that it has to do with Normals and can sort of figure out one set but not the 2nd set needed. Thanks _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

