How Do I Get Textures To Look Right On Large Walls

acer_r2acer_r2 Join Date: 2004-06-04 Member: 29099Members
<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?

Comments

  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    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.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    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.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    in hammer the brushes are in sizes by the power of 2, so..

    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.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <span style='color:orange'>PHASEZ0RED</span>
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    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).
  • CarnaxusCarnaxus REIGN OF CHAOS&#33; co_sava (NS1) Join Date: 2004-10-01 Member: 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-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    that would just look wierd.. and if its a 64x64 texture on a large surface your looking for trouble when it comes to the w_poly count.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I think he means without stretching it...

    Anyway it's 'better' to scale up than scale down.
  • CarnaxusCarnaxus REIGN OF CHAOS&#33; co_sava (NS1) Join Date: 2004-10-01 Member: 32036Members
    yeah I meant without stretching it.
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