Aligning Textures Just Right

bull3tbull3t Join Date: 2003-08-10 Member: 19347Members
I am having a problem with a ----------
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Part in my floor. Its a grate with windows view the moon's surface. I know that to align it i need to do rotation to get it right. But is there a way to get a exect number? I remember on snarkpit there was a tut but its not there anymore.

Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    10th grade Trigonometric functions. That's what I use, at least.
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    select the brush(es) and press CTRL+M to enter numerical values in relation to rotate, scale and move.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Could you be a bit more specific on the situation? The ASCII attempt you made is a bit confusing- it looks like it got misaligned.
  • bull3tbull3t Join Date: 2003-08-10 Member: 19347Members
    I mean like


    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1053974333.jpg' border='0' alt='user posted image'>

    and

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1053976709.jpg' border='0' alt='user posted image'>

    like how that picture is it turns like \. How do Align like that
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    um its in teh pane of the textur aplication tool under rotation default of zero can be changed both by 1 dgree up and down increments and by typing a number into the window(degrees not radians).
  • bull3tbull3t Join Date: 2003-08-10 Member: 19347Members
    I know that erm I should have been clear. I know about the texture rot. Im just asking how do I make perfect turns aligned.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I dont do math i just make its scaling "fit" so it gets stretched and the texture borders (should) touch the brush borders (on a square).
    then I turn it by some degrees and "fit" again.

    Continue that till the diagonal borders are overlapping enough.
    Then change the scale back to | 1 | 1 | (or whatever), assign "top" "left" ...
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    You can rotate the solid with texture locking enabled... and the texture will still be aligned <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Yes using the lazy rotating and clipping method is very nice.

    If not then either do the math if you have to or just wing it. Get a calculator with arctan and cos and you should be able to figure out most of the angles and texture scales with the help of some properly choosen right-angled triangles and trigonometry. Anyway Rotating and cliping is(like you seem to have done) better than simply vertex editing a pipe or something by rasing the vertices on one side by an equal amount as the pipe or whatever is now thinner and needs a smaller texture scale.

    There is no way to get the textures to fit perfectly in the sense of perfect tiling on all sides of a bend like that. The simplest solution is to simply use a texture that is rather bland at the bend so that it doesn't matter if it is somewhat missaligned.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    The angles you see there are 45 degree angles, which are incredibly easy to align. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> The first key is making sure the brushes are angled properly at the junction between them. For every one unit the angle goes up, it should go 2 over, or for every 1 unit over it should go 2 up - this depends on what direction the angle is going. See the attached image for an example. It's not exact, but it's about the closest you can get with keeping a reasonable grid size (for example, you can easily use this for 128 unit walkways or floors with

    Then there's the texture alignment. The straight edges are easy enough, but the angled bit is a bit more complicated. Align it to the correct 45 degree angle (45, 135, 225, or 315) and then scale it up to an x or y scale of 1.06. Which axis you scale depends on what orientation the texture has.
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