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<DIV class=quotetext>growls deeply because I lost my post
I will post something later, after I cool down.
It was a long post too. :sad:
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That is one of the worst internet related things ever

I have a few extra techniques that I can use now, thanks to your fellow SnarkPit collegues
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<DIV class=quotetext>Did you rotate the texture or did you use the sloped version of the texture (which, if I'm not mistaken) should exist.
If you did rotate the texture, I think what you are trying to do is a geometric impossibility. Diagonals are always broader than straight textures.
I'd search for a sloped texture, though ( plaster/plasterwall005e , I had Hammer open :wink: ). It is probably made for the standard (12x8 / 3x2) ratio of stairs in HL2 (you're using 2x1 stairs (or 8x16) from what I see in the screen). But if you piece bits of the sloped texture together it should work. It's quite a hassle, though. </DIV></DIV>
Thanks for your suggestion. I have tried these textures in the past but they never seem to line up. They are for a certain degree of slope as you said, rather than being able to be applied to any slope.
As a result of this it seems that it would be necessary to have to build the geometry around the texture rather than applying the texture to geometry. I would not want my maps limited by what texture I could apply to them.
I couldn't piece bits of the sloped texture together because the slope the texture was designed for was steeper than my slope. What I have done so far with problems like this is make a transition (like a door way for instance) and then use a different texture afterwards. I am gonna try a work around this time.
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Fist I made sure that each wall on either end of the slope were exactly the same height, and lined up on the grid (they were a bit off in the example). After that, I created a block (to be used as the sloping wall) and fitted it into place using the vertex manipulation tool. This makes sure that each axis of the sloping wall meets a vertex from the non-sloping walls, and if each non sloping wall is exactly the same height, and line up from the front view, then the slopes from each edge of the sloping wall should all be parallel allowing a texture to be rotated perfectly at some angle within them.
Having said and done that, I rotated the texture until It looked about lined up. But as you know, simply clicking the "up" and "down" arrows for the rotation box only gives so many increments, and in this case the increments were too large, so I began to type in the number in decimal places. It turns out the magic number for me was: 176.5
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I forgot I could use decimal places completely actually :shocked: The results are stunning Riven. Although it is questionable whether all that effort is worth it with a large scale map. Thank you very much for taking the time to help me out with this. I appreciate it alot that someone can put so much work into something for someone who they don't even know.
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<DIV class=quotetext>Then go straight to scaling the Y aspect (0.21 in this case, for a 2/3 rise/run)
And the people who have said that it'll never be perfect and most players don't run around scrutinizing the walls so it's of little consequence are absolutely right. Sometimes there are particular areas that need something extra or else they're extra ugly, and in those cases you can use a func_detail or func_illusionary as trim to hide the seam.
Obsessing over small details like this gets in the way of getting more important things done in the map, I know I'm guilty of it all too often. But really you don't need things to look absolutely perfect until you've already basically completed the map and you're polishing it toward a final build.</DIV></DIV>
I think I performed a tiny bit of Riven's method using all of Baron Von Snicker's advice in a round abound way. Here is an illustration:
http://i145.photobucket.com/albums/r233/Flynn_bucket/texturealignment4.jpg
It is not a touch on Riven's method, but is however good enough for me as well as being fairly quick. It will most probably not, however, work on all sloped walls. Sorry about the dodgy font by the way, I don't know how to get rid of that.
Here is the .vmf for anyone who finds my illustration confusing:
<DIV id=downloadurl style="FONT-WEIGHT: bold; FONT-SIZE: 11px; COLOR: #ff7c0b; TEXT-DECORATION: none">http://www.megaupload.com/?d=U44EXU8O</DIV>
Lastly I would like to thank all the lads who offered their advice and suggestions. I had to leave this topic untouched for a couple days due to problems with my internet connection which seem to have sorted itself out oddly enough; but I had a nice surprise when I revisited the topic in the form of very nice and in depth replies :smile:
Mapping is very often a lonely world and when one encounters a problem such as this it is enough to destroy a person mentally without the help and support of fellow mappers. I have probably forgotten a load of things which I will no doubt annoyingly come back and add later if I remember :wink:
P.S., I hope the post you lost wasn't as big as this Orpheus, for yours and my sakes both :eek:
Just Kidding
Just Kidding