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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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yeah, the tutorial is based on having a specific skewing mode in WC which surprisingly does not get replicated in a lot of other editors.
specifically, this skewing mode will rescale all brushes in the selection. 
 
I expect you could get similar results by rotating and clipping maybe. I don't tend to do pipes too often. 
Hrm... 
@total_newbie - Thanks for the link, and I have seen that tut before. Also, that's very flattering (really), but I have difficulty believing you couldn't do something just as nifty, or even more so ;)

Anyway, ANY bsp tuts would be nice at this point. I feel like maybe I missed some fundamental technique or understanding that could be making my life a lot easier...

My mind is not very mathematically oriented and texture projection is kind of a headache for me. I'd like some formula to use when figuring texture size for angled surfaces. I think for a 45 degree angle the texture sure be like 33% bigger and fitted so there is no visible 'stretching'.

That ease of vert manipulation in that tut doesn't seem possible in radiant, or is it? 
 
Just use Jackhammer or something that has automatic texture alignment. 
Just Use TB 
it's the best editor out there. In terms of alignment I rough out most of my geometry whilst having texture lock OFF. That way your textures are aligned by TB default (and faces will be cut properly). The only time you will be doing a lot of texture aligning is when you add in details, and most of this work can be shortened by building prefabs.
I have prefabs for pretty much all texture themes now, building maps is fairly rudimentary. 
It's Not An Editor Issue 
I'm talking about texture 'stretching' on angled surfaces as a result of texture projection. AFAIK this is something an editor can't 'fix'.

I'm pretty sure the only way around it is by making a texture a certain percent longer/wider, that percentage is determined by the angle of the surface. Maybe I'm wrong, was hoping someone knew more about this and could clearify. 
Jackhammer Can Project To Face 
if you don't wanna use jackhammer you can figure out the stretch ratios with some simple trig. 
 
You can also use the face editing mode in Jackhammer to align one face to the edge of another. It compensates for skewing and angles and all that jazz so it looks crisp and perfect. 
Oh, Cool 
i'll check out jackhammer 
 
or you could just reduce horizontal scaling.
on 45 degree angles, I usually reduce to 0.75 which seems to look right. There's probably a mathy way to get the exact number, but I just tend to wing stuff like that. 
Maths! 
The correct value can be computed using pythagoras' theorem - on a 1:1 ratio triangle 1� + 1� = 2, so the 45 degree side is longer by a factor of sqrt(2).

1/sqrt(2) = 0.707...

That gives you more accurate matching of pixel density, but 0.75 is probably preferable as it will tile better: 3 texture widths on the orthogonal axes will make exactly 4 on the diagonal.

One more worked example: on a 1:2 slope we get 1� + 2� = 5, so the side is sqrt(5) times longer than the shortest side. However, we need to find the ratio of the longer side to this value, because orthogonal projection starts on the longest side.

2/sqrt(5) = 0.894

0.875 is an interesting choice of approximation here, 7 tiling-widths of the texture on the long axis would give exactly 8 repetitions on the slope. Also 0.9 is an option, where 9 tiling-widths gets you 10 repetitions, and standard texture scale isn't a bad approximation either.. 
 
Or ALT+R_CLICK in Jackhammer. :P 
 
Thanks for the maths Preach! I just wing it but that takes so much time.
So used to radiant now, WC editors seem so clunky in comparison. 
 
yeah, ~0.71 is correct but 0.75 is what i use because if you do a standard 12-sided cylinder, the straight sides are 4:0 and the angled sides are 3:1, that "3" means a 0.75 scale will fit perfectly. 
 
Use the 'fit' tool in Radiant. I've only recently started using it (with my Q3 map), and I've learned to really love it.

Takes a little getting used to, and you still have to input the correct rotation (Arctangent of Rise/Run, ATAN(-1/2) = -26.5... here), but it takes care of the scaling for you!

http://scampie.net/etc/angledtexture.png

Took me 30 seconds to make and align the texture with the fit tool. 
 
I do wish that TB was easier to align textures for. Even in TB2 it's fiddly. Should have the ability to align all sides, say how many times the texture should tile/repeat etc. 
Ah 
okay, i was a bit confused, let me clarify

1. a standard 12-sided cylinder would have straight sides of 4:0 and angled sides of 4:2, so you don't need any scaling for it to look good.

2. the standard 24-sided cylinder has sides of 4:0, 4:1, 4:2, 3:3. I generally only bother adjusting scale with the 3:3 one and i would use 0.75 scale.

In both the above cases, the goal is not mathematical correctness but a) avoiding obvious stretching and b) getting "panel" type textures to perfectly fit the face. Because of the orthographic projection, the 4:0, 4:1, and 4:2 sides all get the same projected width.

For 45-degree angled faces not part of a cylinder (and with flat "material" textures), 0.71 or 0.70 is what i generally use. 
Fifth 
Wrap texture and auto fit are on the todo list. 
 
Are you trying to turn me on? 
Nice! 
@preach - that's exactly what I was looking for, thanks. 
Best Newbie Mapeditor? 
I've tried this before a hundred times and never got anywhere.

Time to try again!

What's the most generally user-friendly editor for Q1SP maps? I need something any lobotomized sack of protoplasm could pick up and use to spit out a hideous piece of barely playable garbage.

A good Q1 mapping primer would also not go amiss here, if anyone has a link to one -- not a tutorial, just a breakdown of stuff you're going to need to get really familiar with and various shortcuts. 
I'd Say Trenchbroom Is The Best IMO. 
I made a tutorial video which starts from literally the beginning (downloading the files) all the way up to making your first box map.

https://www.youtube.com/watch?v=BisleGBgQ4w

It's unlisted because it's not really well done. I intend on re-formatting and making a decent video at some point. 
More Tuts/primers 
I haven't watched it yet, but thanks for making that tutorial, Fifth!

I'm a complete newbie mapper, and decided to go the TrenchBroom route. Can't say how it compares to other editors, as it's the only one I have ever tried, but it is reasonably user friendly (I cannot wait for TB2 and 2D views, though, as I find the perma-3D thing a little frustrating at times).

Need to plug Scampie's TB tut here too: http://quakewiki.org/wiki/Getting_Started_Mapping.

Also look at this set of links: http://quakewiki.org/wiki/Mapping_tutorials.

This list of Quake entities http://web.archive.org/web/20090506031258/http://hosted.planetquake.gamespy.com/worldcraft/index2.shtm is particularly useful. It is not 100% complete, but incredibly helpful nonetheless.

Daz's TB video https://www.youtube.com/watch?v=Wr9FR1W1JFE also gives one a very good sense of what's where.

If you're on Linux, this guide http://andyp123.blogspot.de/2013/03/running-trenchbroom-quake-editor-on.html is extremely helpful in installing TB. 
I Appreciate The Tutorials... 
and Trenchbroom. I actually managed to make a box map, which i was previously unable to do! (Yes, seriously.)

However, Trenchbroom seems limited to box maps (maps with right corners, at least) with an initial glance and I want to use my architectural studies to the fullest.

The tutorial links are nice, but I learn very poorly from tutorials (more specifically, I learn to make EXACTLY what they teach very well, which is great for general purpose elements but bad for complex stuff). The stuff on QuakeWiki could be useful, but I can't tell as it won't load at all!

What I really need is a bunch of "tips-n-tricks" along with basic function reminders. Things like the tutorial on pipes shortly above my post are a great example of stuff I can actually learn well from, even though it doesn't look like I could apply it easily to Trenchbroom. Combined with a reference guide (not docs so much as a cheatsheet) for the editor I could get on my feet very quickly. 
 
However, Trenchbroom seems limited to box maps (maps with right corners, at least) with an initial glance and I want to use my architectural studies to the fullest.

Press v. 
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