textures aligned to face and world + Fade texture

textures aligned to face and world + Fade texture

Re: textures aligned to face and world + Fade texture Posted by matt on Sun Jan 11th 2004 at 3:57pm
matt
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Posted 2004-01-11 3:57pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Some of my textures seem to have become aligned to "face" and "world" this is getting quite annoying as its done it to various textures in my map. And for seonds can some one tell me the entity and it values I need to use the "FADE" texture? (Render mode, fx, etc) Thanks.
Re: textures aligned to face and world + Fade texture Posted by KungFuSquirrel on Sun Jan 11th 2004 at 4:19pm
KungFuSquirrel
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Posted 2004-01-11 4:19pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Usually by default, all faces are aligned to face and world. Here's a few things to note:

1) Flipping/rotating objects with texture lock on can 'break' world and/or face alignment status.

2) Vertex manipulation always retains the face info of the original face at the original position. This can be handy for aligning textures across corners, but if you go past a 90 degree angle from the original face, this will re-set.

3) faces angled in multiple axes can have ugly results if you try to align them to face or to world.

For the most part, this shouldn't be something to worry about, but if your textures start doing weird things you don't want them to do, you may want to check how they are aligned.

Also, don't forget the power of "align to view." :smile:

For the fade texture, that all depends on the effect you want. Additive with a low fx amount will give the best results as a subtle fade, but you can play around with it to best fit your needs.
Re: textures aligned to face and world + Fade texture Posted by Cassius on Sun Jan 11th 2004 at 6:57pm
Cassius
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Posted 2004-01-11 6:57pm
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I have never seen a good execution of the fade technique from any mapper. It's so overdone and frankly stupid looking that it's better to put env_glows where you'd put your fade. Much better way to do it.
Re: textures aligned to face and world + Fade texture Posted by matt on Sun Jan 11th 2004 at 7:40pm
matt
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Posted 2004-01-11 7:40pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
ok so how do i do that?

Ok, heres a screen, you should be able to see the effect I'm trying to create. (And yes, I'm making a cartoon style map)

User posted image
Re: textures aligned to face and world + Fade texture Posted by KungFuSquirrel on Sun Jan 11th 2004 at 7:54pm
KungFuSquirrel
751 posts
Posted 2004-01-11 7:54pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Works ok for the cartoon style. For added technical merit, add 'shadows' inside the fade for the crossbeams and spread it out as it moves towards the floor. Tricky, but possible :smile:
Re: textures aligned to face and world + Fade texture Posted by matt on Mon Jan 12th 2004 at 8:40am
matt
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Posted 2004-01-12 8:40am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Yeah I get what you mean, I need 3 of them branch out a little nearer the bottom to create the effect.
Re: textures aligned to face and world + Fade texture Posted by Mr.Ben on Mon Jan 12th 2004 at 9:49am
Mr.Ben
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Posted 2004-01-12 9:49am
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Could i suggest a different sky box, a huge fade thing coming from the dark nights sky looks kind of weird, unless that is all part of the map and the style you have going on in which case, bananas!
Re: textures aligned to face and world + Fade texture Posted by matt on Mon Jan 12th 2004 at 11:20am
matt
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Posted 2004-01-12 11:20am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Yeah I'm gonna make me a cartoon skybox once I get all my level mapped out and all the textured figured.
Re: textures aligned to face and world + Fade texture Posted by Jinx on Mon Jan 12th 2004 at 4:07pm
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Posted 2004-01-12 4:07pm
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874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
that fade goes way too low. also.. um.. it doesn't really fade away much, it's all just one color? and it should flare out a little as it goes down.

I find that for fades on skylights or lights, putting a faint env_glow inside the fade, scaled to fill the fade area, works really well. That way you still see something when you look up into the fade, it makes the effect look more like a 'volumetric' effect. It can also make the bottom of the fade look more.. 'rounded'.. and less squarish and blocky.

User posted image

if you want that textured fade, it's HERE. It has a little more character.

ack. I forgot to add that the fade in that pic is actually 4 separate brushes, not just one, so you can see the 'inside' of the beams as well. more polies, better effect.

I agree with Cassius, it's often overdone, but sometimes you are going for something more gratuitous so... :rolleyes:
Re: textures aligned to face and world + Fade texture Posted by matt on Mon Jan 12th 2004 at 5:49pm
matt
1100 posts
Posted 2004-01-12 5:49pm
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
Thanks Jinx, I'll add your name to the readme for that cool texture :biggrin: