Square Texture Sillyness
Reese
Join Date: 2003-05-08 Member: 16143Members
<div class="IPBDescription">just sharing a fun discovery....</div> Well, in playing with VHE (as I seem to produce nothing usefull I have no better description than playing) I stumbled across a fun idea.
Basically you make a square that is 256 on a side. (any power of 2 would work I suppose, but 256 has given me some of the best looking results) Then you cut that square into four triangles.(45 degree angle cuts at each corner) Place a 256 texture on the whole thing. Then rotate the textures so that the bottom of the texture lines up with the long (outside) edge of each triangle. After that you'll have to do some x-axis flipping (set scale to -1) on some of them and a little texture nudging to get things lined up correctly. When done though you will find that MANY of the ns/ns2 textures that are 256/128 come out looking very interesting. Here's a pic from in VHE.
****edit****
Only problem with this is that it kills you on r_speeds. Since each 256 unit square takes up four brushes you really see a big hit. For instance the area that I have pictured here, with basically some girders near the ceiling and a bit of angling in the wall has aroun 500 wpoly. Evidently this is an idea half-life doesn't like much.
That said this can also be accomplished by extracting the texture into photoshop, manipulating it in this pattern, and using it as a custom. That process is much easier on r_speeds and gives you more control, but I just wanted to show the quick and easy way I found.
Basically you make a square that is 256 on a side. (any power of 2 would work I suppose, but 256 has given me some of the best looking results) Then you cut that square into four triangles.(45 degree angle cuts at each corner) Place a 256 texture on the whole thing. Then rotate the textures so that the bottom of the texture lines up with the long (outside) edge of each triangle. After that you'll have to do some x-axis flipping (set scale to -1) on some of them and a little texture nudging to get things lined up correctly. When done though you will find that MANY of the ns/ns2 textures that are 256/128 come out looking very interesting. Here's a pic from in VHE.
****edit****
Only problem with this is that it kills you on r_speeds. Since each 256 unit square takes up four brushes you really see a big hit. For instance the area that I have pictured here, with basically some girders near the ceiling and a bit of angling in the wall has aroun 500 wpoly. Evidently this is an idea half-life doesn't like much.
That said this can also be accomplished by extracting the texture into photoshop, manipulating it in this pattern, and using it as a custom. That process is much easier on r_speeds and gives you more control, but I just wanted to show the quick and easy way I found.
Comments
~ DarkATi
~ DarkATi