Texturing
#1289 posted by Rick on 2014/06/11 19:47:49
Something I've been doing on things like columns and curved walls is what I call "texture wrapping". It's similar to what was done in Doom editing where the texture tiles continuously across multiple surfaces with no breaks in alignment (DCK could do it automatically).
It's a pain to do in Quake because of the need to scale the texture when the surface isn't on 90 degree angles.
It might be something useful to add to Trenchbroom. I can make some screenshots if it's not clear what I'm describing.
#1290 posted by JneeraZ on 2014/06/11 19:49:45
Auto scaling to compensate for off axis walls would be really nice. Hard to make it work with rotation tho.
Auto Scaling
will only work on surfaces which have their normal parallel to either of the coordinate planes. For arbitrary normals, all bets are off unless you're using Valve's 220 format (which you should if you're working on a new map).
Primitives
maybe at some point, yeah. Or, in a more generalized fashion, procedural brush generators.
So
#1293 posted by ijed on 2014/06/11 20:40:22
Valve 220 is just something you toggle on/off in TB2?
That's awesome.
Ijed
Currently, there's no conversion process. You create a new map and choose whether to use standard Quake or Valve. But conversion from standard to Valve is simple. The other way around can't be done without loss of precision, though.
Yes
#1295 posted by ijed on 2014/06/11 21:20:03
I've tried to do it by hand before and the results are unpredictable.
Stripping out the extra data also has fugly results.
Looking forward to TB2!
#1296 posted by Lunaran on 2014/06/11 23:43:57
Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.
That and the targetname eyedropper are the two hammer features I really wish Radiant had.
#1297 posted by Rick on 2014/06/12 03:13:16
> Hammer has the alt-right click texture alignment, that will automatically align faces across edges. Ridiculously handy.
When it does this, is texture stretching also corrected for surfaces that are off axis (not on 90 degree planes), or is that already part of the Valve 220 alignment?
#1275
#1298 posted by Blitz on 2014/06/12 09:55:04
"maybe I'm projecting too much" is the best / worst unintentional pun you could make about a texture mapping feature
New Feature
TrenchBroom 2's live issue browser with quick fixes: http://t.co/QCJToJLhkS
Nice
#1300 posted by ijed on 2014/06/13 01:23:49
Obligatory feature request:
'reload def / fgd file'
So that when writing / fixing one you can update with a nearby button instead of reloading the map entirely.
Probably not a common user feature though.
Please Out That On The Issue Tracker
This Can't Come Out Soon Enough.
I really am finding a lot of texture alignment stuff to be a pain right now.
Plus the idea of being able to map for other games is a huge bonus.
#1303 posted by EARP on 2014/07/01 04:31:37
why does trenchbroom render everything flat for even when i choose the option render with texture?
Because You Haven't Loaded Any Textures?
Accidentally unbound escape from deselect, when I try to rebind it the damn thing no longer works! Am I doing something completely wrong here?1
Also
how the hell did I not realise that tab pretty much locks the axis you want to move along? This could have saved me so much time....
#1307 posted by necros on 2014/07/04 02:28:10
there's a manual! it's pretty good!
When I Try To Open The Map Source For Metal Monstrosity:
#1308 posted by Breezeep_ on 2014/07/06 16:27:04
I get this error: Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 15, column 89
RoQ
#1309 posted by mfx on 2014/07/06 16:31:05
Read the MM thread again carefully.
FifthElephant
#1310 posted by ArrrCee on 2014/07/07 15:06:15
Also, holding alt while you move the brush will lock movement to vertical only (y-axis).
Really Now
I went to make a sandwich and came back to this. Console says there were no errors. WTF?
How Long Were You Gone?
Hard To Say
5 to 10 minutes(?).
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