Kouji_San, How many years have you had that avatar now? I've only just realised it's eyes move :p<!--QuoteEnd--></div><!--QuoteEEnd--> About one year after I joined, it used to be another Shikamaru avatar. And you're I think the second one that noticed it after all these years
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
Lol! just because not everybody points out they've noticed, doesn't mean they haven't noticed :p
To add to the topic, you can make a map without the 'treat as one.'
If you want to have a texture that wraps around 3 faces for example, find the size of the total and scale the texture to that and align to left, center, and right respectively.
Because of no treat as one I rather use whole textures on whole faces, and rather divide planes to the size of the texture rather that having a tiled face. This works better on clean straight geometry.
I avoid curves because it is not the way computers think, but one thing you can do is proportion the texture to one of the faces and center it. In this way you are using the middle piece of the texture. If your piece of texture is based on the center, you can easily paste it with alt-click (in texture mode, having the original face selected and clicking on the faces you want to apply to) and then select all the faces and apply center, in that way all faces will have the same thing and give the impression of a curved, one piece wall.
I also avoid curves because they will always be but an approximation. If you look at official maps, they have a lot of alignment errors where curves happen.
<!--quoteo(post=1902204:date=Feb 11 2012, 09:36 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Feb 11 2012, 09:36 PM) <a href="index.php?act=findpost&pid=1902204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lol! just because not everybody points out they've noticed, doesn't mean they haven't noticed :p
To add to the topic, you can make a map without the 'treat as one.'
If you want to have a texture that wraps around 3 faces for example, find the size of the total and scale the texture to that and align to left, center, and right respectively.
Because of no treat as one I rather use whole textures on whole faces, and rather divide planes to the size of the texture rather that having a tiled face. This works better on clean straight geometry.
I avoid curves because it is not the way computers think, but one thing you can do is proportion the texture to one of the faces and center it. In this way you are using the middle piece of the texture. If your piece of texture is based on the center, you can easily paste it with alt-click (in texture mode, having the original face selected and clicking on the faces you want to apply to) and then select all the faces and apply center, in that way all faces will have the same thing and give the impression of a curved, one piece wall.
I also avoid curves because they will always be but an approximation. If you look at official maps, they have a lot of alignment errors where curves happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand what you're saying, it's all just very tedious to do. When aligning over a curve, treat as one isn't always going to work anyways, so you'd have to do it a bit more methodically. You say you don't like curves, boy are we opposites! I think most of my map is all curvy, and I'm really paying for it with alignment issues and such. It'll be worth it in the end though I hope.
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
hehe I didn't say I don't like curves. I said I avoid them in mapping, because the easier the geometric shape is, the better performance, and I kind of look for the minimum of faces for what I want to express. In my concept a map must be to the service of things and shouldn't put things in service, so sometimes you have to let go of what you want and do what the engine/game wants. It is like the grid, it is there for a reason, you don't have to be on the grid but the closer you follow it the better performance too.
Of course they are a skill in themselves and anything you put effort in will teach you ;)
Comments
Kouji_San, How many years have you had that avatar now? I've only just realised it's eyes move :p
Hopefully it makes its way out before game goes retail, that's all that matters.
Kouji_San, How many years have you had that avatar now? I've only just realised it's eyes move :p<!--QuoteEnd--></div><!--QuoteEEnd-->
About one year after I joined, it used to be another Shikamaru avatar. And you're I think the second one that noticed it after all these years
To add to the topic, you can make a map without the 'treat as one.'
If you want to have a texture that wraps around 3 faces for example, find the size of the total and scale the texture to that and align to left, center, and right respectively.
Because of no treat as one I rather use whole textures on whole faces, and rather divide planes to the size of the texture rather that having a tiled face. This works better on clean straight geometry.
I avoid curves because it is not the way computers think, but one thing you can do is proportion the texture to one of the faces and center it. In this way you are using the middle piece of the texture. If your piece of texture is based on the center, you can easily paste it with alt-click (in texture mode, having the original face selected and clicking on the faces you want to apply to) and then select all the faces and apply center, in that way all faces will have the same thing and give the impression of a curved, one piece wall.
I also avoid curves because they will always be but an approximation. If you look at official maps, they have a lot of alignment errors where curves happen.
To add to the topic, you can make a map without the 'treat as one.'
If you want to have a texture that wraps around 3 faces for example, find the size of the total and scale the texture to that and align to left, center, and right respectively.
Because of no treat as one I rather use whole textures on whole faces, and rather divide planes to the size of the texture rather that having a tiled face. This works better on clean straight geometry.
I avoid curves because it is not the way computers think, but one thing you can do is proportion the texture to one of the faces and center it. In this way you are using the middle piece of the texture. If your piece of texture is based on the center, you can easily paste it with alt-click (in texture mode, having the original face selected and clicking on the faces you want to apply to) and then select all the faces and apply center, in that way all faces will have the same thing and give the impression of a curved, one piece wall.
I also avoid curves because they will always be but an approximation. If you look at official maps, they have a lot of alignment errors where curves happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand what you're saying, it's all just very tedious to do. When aligning over a curve, treat as one isn't always going to work anyways, so you'd have to do it a bit more methodically. You say you don't like curves, boy are we opposites! I think most of my map is all curvy, and I'm really paying for it with alignment issues and such. It'll be worth it in the end though I hope.
Of course they are a skill in themselves and anything you put effort in will teach you ;)