Align to view causes the texture to be projected from the position of the camera. http://developer.valvesoftware.com/wiki/Texture_alignment#Align_to_View I've never found a reason to use it.
For a curving road I would definitely use a displacement. It can be a pain to get the shape right but it's worth it. On 6/28/10, Spektre <spekt...@gmail.com> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers