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.
>> > > > > >> _______________________________________________
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>> > > > > >>
>> > > > > >>
>> > > > > >>
>> > > > > >> _______________________________________________
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>> > > > > >> please visit:
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>> > > > > >>
>> > > > > >>
>> > > > > >>
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>> > > >
>> > > >
>> > >
>> > >
>> > > --
>> > > Gear Dev
>> > > _______________________________________________
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>> > >
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>> >
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