Aligning Textures Just Right
bull3t
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.
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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
<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
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" ...
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.
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.