Angled Textures

Angled Textures

Re: Angled Textures Posted by chryosis on Fri Dec 19th 2003 at 12:27pm
chryosis
4 posts
Posted 2003-12-19 12:27pm
chryosis
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4 posts 30 snarkmarks Registered: Dec 19th 2003 Occupation: Student Location: USA
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).
Re: Angled Textures Posted by wil5on on Fri Dec 19th 2003 at 1:13pm
wil5on
1733 posts
Posted 2003-12-19 1:13pm
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
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.
Re: Angled Textures Posted by ReNo on Fri Dec 19th 2003 at 1:16pm
ReNo
5457 posts
Posted 2003-12-19 1:16pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: Angled Textures Posted by matt on Fri Dec 19th 2003 at 2:29pm
matt
1100 posts
Posted 2003-12-19 2:29pm
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Three words: trial and error
Re: Angled Textures Posted by Dr Brasso on Fri Dec 19th 2003 at 6:04pm
Dr Brasso
1878 posts
Posted 2003-12-19 6:04pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
reno's nailed it, and i have seen a tut on this somewhere...actually, i have a printout of it....

Doc B... :dodgy:
Re: Angled Textures Posted by 7dk2h4md720ih on Sat Dec 20th 2003 at 1:28am
7dk2h4md720ih
1976 posts
Posted 2003-12-20 1:28am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Think it was Gollum who made the tut. He might have it lying around on his computer.
Re: Angled Textures Posted by Wild Card on Sat Dec 20th 2003 at 1:33am
Wild Card
2321 posts
Posted 2003-12-20 1:33am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Dr Brasso said:
reno's nailed it, and i have seen a tut on this somewhere...actually, i have a printout of it....

Doc B... :dodgy:
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.
Re: Angled Textures Posted by chryosis on Sat Dec 20th 2003 at 3:55am
chryosis
4 posts
Posted 2003-12-20 3:55am
chryosis
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4 posts 30 snarkmarks Registered: Dec 19th 2003 Occupation: Student Location: USA
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.
Re: Angled Textures Posted by Cassius on Sat Dec 20th 2003 at 6:19am
Cassius
1989 posts
Posted 2003-12-20 6:19am
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
The problem is, it still doesn't tile exactly correct, it just goes in the right direction.
Re: Angled Textures Posted by Cash Car Star on Sat Dec 20th 2003 at 7:35am
Cash Car Star
1260 posts
Posted 2003-12-20 7:35am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
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.