Angled Textures
Post Reply
Quote
Re: Angled Textures
Posted by chryosis on Fri Dec 19th at 12:27pm 2003


I once saw a tutorial somewhere on this sight I believe that explained how to properly rotate a texture and align it... although this was done with a small trim I know the same concept can be applied to a larger brush texture. Does anyone know where that tutorial is or explain how to calculate the exact "rotation" and "shift" I need to have a nearly perfectly aligned texture on an angle (e.g. a wall going down a ramped hallway).



Quote
Re: Angled Textures
Posted by wil5on on Fri Dec 19th at 1:13pm 2003


What I usually do is just keep changing the angles, narrowing it down to the value you need. Dont know of any tut, though. sorry.



Quote
Re: Angled Textures
Posted by ReNo on Fri Dec 19th at 1:16pm 2003


I normally find it quicker to do trial and error than bother whipping out a calculator - take an educated guess and then muck around with it until it lines up. Then once it seems to be the right angle, just use the preset alignment tools ("bottom" or "top" or whatever).

However, if you want accuracy, use the inverse tan of the vertical increase divided by the horizontal increase. So for example, if you had a slope going up 64 units, and it was a length of 128 units, then your calculation would be....

tan^-1 ( 64/128 ) = 26.565 degrees

You will need a scientific calculator to do this, although windows has one built in so you could just use that. Oh and make sure its set on degrees rather than radians.

Obviously as hammer only uses the whole number (I think? Maybe it works with decimals, its been a while since I've needed that much accuracy) it will round this off. You may want to round it yourself though, as in this case it is nearer to 27 degrees, but I've a feeling hammer just cuts off unsupported digits, therefore leaving you with the less accurate 26 degrees.

[addsig]




Quote
Re: Angled Textures
Posted by matt on Fri Dec 19th at 2:29pm 2003


Three words: trial and error [addsig]



Quote
Re: Angled Textures
Posted by Dr Brasso on Fri Dec 19th at 6:04pm 2003


reno's nailed it, and i have seen a tut on this somewhere...actually, i have a printout of it....

Doc B...

[addsig]




Quote
Re: Angled Textures
Posted by 7dk2h4md720ih on Sat Dec 20th at 1:28am 2003


Think it was Gollum who made the tut. He might have it lying around on his computer.



Quote
Re: Angled Textures
Posted by Wild Card on Sat Dec 20th at 1:33am 2003


? posted by Dr Brasso

reno's nailed it, and i have seen a tut on this somewhere...actually, i have a printout of it....

Doc B...

As do I, with Lep's funny drawings I think it was.

Matts trial and error method works great also, its what I use. I have tried both, and IMO trial and error is alot faster.

[addsig]




Quote
Re: Angled Textures
Posted by chryosis on Sat Dec 20th at 3:55am 2003


Wow.. that calculation method really helps... thanks reno.. although half-life cannot compensate to the thousands place it looks almost perfect going to the hundredths.



Quote
Re: Angled Textures
Posted by Cassius on Sat Dec 20th at 6:19am 2003


The problem is, it still doesn't tile exactly correct, it just goes in the right direction.



Quote
Re: Angled Textures
Posted by Cash Car Star on Sat Dec 20th at 7:35am 2003


There's a nifty method for QuArKers that Rhoads had written a tut on, but being able to wrap textures is not a VHE feature as far as I know.




Post Reply