<div class="IPBDescription">and other texture stuff.</div> Ok my problem is that I have large walls, but I don't want my textures to look stretched or non-appealing. And how do I find out how to make a brush the same size as a texture so it looks right?
first of all this topic belongs in the mapping help and troubleshooting forum.
as for your problem with textures on large walls, just use the texture tool and set the x and y values to some small number (like 2 or 3) just make sure that the value isnt too small or your w_polys will go through the roof and you will break several map compiler limits quickly. also try to keep the x and y values the same or you will end up with textures streched one direction or the other.
Hmm, in Radiant, it's pretty easy since it lists the sizes of the brushes. A normal hallway in NS is about 128 units high. Each unit is one pixel on the textures. So uh, yea.
In my opinion the best way to texture a large surface is actually to break it up a bit, but if you're determined to use one texture for it then find a small (not below 64x64 though) one that tiles well or a large one that will fill the area (512x512, 256x256, 128x128).
CarnaxusREIGN OF CHAOS!co_sava (NS1)Join Date: 2004-10-01Member: 32036Members
hmm...actually that advice will help me too koba. thx. and I believe I may have a slightly different solution to the problem (tell me if I'm wrong, it seems to work for me): Try using a single texture that looks like it's huge but really isn't. Like Koba said, use a 64x64 texture, rotate it 45 degrees, and then tile it. That should work. And if it is a dumb idea, I'll stop doing it too. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
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as for your problem with textures on large walls, just use the texture tool and set the x and y values to some small number (like 2 or 3) just make sure that the value isnt too small or your w_polys will go through the roof and you will break several map compiler limits quickly. also try to keep the x and y values the same or you will end up with textures streched one direction or the other.
2, 4, 8, 16, 32, ect
the hammer in the source sdk will tell you the size of the brush you made, so if a texture is 128x128, make the brush the same width, height.
Anyway it's 'better' to scale up than scale down.