Yah. It's a road though. Can't model it, it's over a mile of the stuff. No way to make a mile of physics hull for it, accounting for curvature. And texture blending, oh my. I just wish there was a Texture Lock during vertex editing for things like displacements. I know the system is designed to avoid texture distortion, but allow the designer to decide when that's necessary, at least under special cases.
My original question also involved, did anyone understand what Align to View is actually doing? I appreciate all the answers so far, but boy howdy we get sidetracked easily on this list. On Mon, Jun 28, 2010 at 10:10 AM, Christopher Jones <cjones.ke...@gmail.com>wrote: > Urgh... yeah. Really, you might just be better off modelling the damn > thing. > Anything involving curves and heights (ie a sloping curve) without using > that displacement tool whatsit (Twister, or whatever it's called) is going > to run into *a lot of pain*. Observe: > > > http://www.guessmyname.darkstars.co.uk/pictures/jb_duality/update2/jb_duality0009.jpg > > I spent DAYS building that... *cries* > > So yeah; model it (Proper UV-editing tools = yay) or use a displacement > generator if you really want seamless curves. > > On 28 June 2010 15:39, Spektre <spekt...@gmail.com> wrote: > > > Yah, I ended up using that method actually. I couldn't find a better > > solution. It doesn't seem to operate too well on arbitrarily sized > brushes, > > though. Consider a brush that has one end raised on the z axis. The side > > face approach doesn't work for that. I ended up just doing it the > > painstaking way, with the shortcuts where I could. But lord, I hate CSG > > right now. It's really not geared for these. More complicated > displacement > > work starts to run into serious limitations if you're constrained by the > > CSG > > system. > > And I like my walls of text, thank you very much. Betcha I can type > faster > > than you can. :P > > > > > > On Sun, Jun 27, 2010 at 6:11 AM, Cory de La Torre <gear....@gmail.com > > >wrote: > > > > > Thats usually the easiest way to do it Joe. Also it's Alt-Right click. > > > > > > On Sat, Jun 26, 2010 at 7:40 PM, Joe W-A <joewa...@gmail.com> wrote: > > > > > > > I usually do this: > > > > http://www.youtube.com/watch?v=Fp7iRsl-54Y > > > > <http://www.youtube.com/watch?v=Fp7iRsl-54Y>although it's possible > I'm > > > > thinking of different stretches of road > > > > > > > > On 27 June 2010 03:44, Alfonso Arbona Gimeno <nak...@terra.es> > wrote: > > > > > > > > > Nice wall of text btw, keyboards usually have a 'Enter' key that > > > creates > > > > > a new line... > > > > > > > > > > I dont really know how they did that texture alignment, maybe they > > > > > created a straight section of road, selected the option to resize > > > > > textures while resizing brushes and then vertex-edited it. > > > > > > > > > > I haven't tested it, but its a possibility. > > > > > > > > > > > > > > > El 26/06/2010 16:16, Joe W-A escribió: > > > > > > It sort of does, but I'm having difficulty explaining while > > > > intoxicated. > > > > > > > > > > > > Sent from my HTC > > > > > > > > > > > > -----Original Message----- > > > > > > From: Spektre<spekt...@gmail.com> > > > > > > Sent: Saturday, 26 June 2010 11:13 PM > > > > > > To: Discussion of Half-Life Mapping< > > hlmappers@list.valvesoftware.com > > > > > > > > > > Subject: Re: [hlmappers] Texture alignment > > > > > > > > > > > > Oh yes. But it doesn't explain this. > > > > > > > > > > > > On Sat, Jun 26, 2010 at 8:00 AM, Joe W-A<joewa...@gmail.com> > > wrote: > > > > > > > > > > > > > > > > > >> You're aware of alt right click, right? > > > > > >> > > > > > >> Sent from my HTC > > > > > >> > > > > > >> -----Original Message----- > > > > > >> From: Spektre<spekt...@gmail.com> > > > > > >> Sent: Saturday, 26 June 2010 10:52 PM > > > > > >> To: Discussion of Half-Life Mapping< > > > hlmappers@list.valvesoftware.com> > > > > > >> Subject: [hlmappers] Texture alignment > > > > > >> > > > > > >> Ok, this one is driving me insane. I'm looking at the brushwork > in > > > the > > > > > >> later > > > > > >> outlands maps in EP2, especially in outland_10, around the White > > > > Forest > > > > > Inn > > > > > >> battle. The switchbacks and the curves in the road... I CANNOT > for > > > the > > > > > life > > > > > >> of me figure out how they managed to get texture alignment on > the > > > > > non-grid > > > > > >> perpendicular and arbitrarily shaped road brushes. Is there some > > > trick > > > > > for > > > > > >> clamping the UVs on a brush face in place? Most of the stuff I'm > > > > seeing > > > > > is > > > > > >> all vertex manipulated. Is it just re-aligned after the fact? > > > > > >> I'm trying to accomplish a similar effect on a map I'm making, > and > > > the > > > > > >> manual texture alignment is going to give me carpal tunnel. As > > well, > > > > can > > > > > >> anyone else verify what the difference between left/right click > on > > > > Align > > > > > to > > > > > >> View is? Left appears to assign default scale and shift, and > right > > > > > assigns > > > > > >> whatever is actually defined in the Face Edit Sheet. Does this > > seem > > > > > >> accurate? I wanted to note it in the wiki, but wanted > > confirmation. > > > > > >> _______________________________________________ > > > > > >> To unsubscribe, edit your list preferences, or view the list > > > archives, > > > > > >> please visit: > > > > > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > >> > > > > > >> > > > > > >> > > > > > >> _______________________________________________ > > > > > >> To unsubscribe, edit your list preferences, or view the list > > > archives, > > > > > >> please visit: > > > > > >> http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > >> > > > > > >> > > > > > >> > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view the list > > > archives, > > > > > please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view the list > > > archives, > > > > > please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > > > > > -- > > > Gear Dev > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers