HL2 Textures

HL2 Textures

Re: HL2 Textures Posted by Sparky911 on Mon Dec 6th 2004 at 3:46am
Sparky911
89 posts
Posted 2004-12-06 3:46am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
I have been beating my head against the wall so hard I cracked it. Why is it when I make a wall out of 2 sections, a bottom section with one texture and a top section with another texture that I get a thin black line between the top and bottom section. I tried compiling and it shows up in the game as well. Looks crappy. Refer to the screenshot below. See the thin black line around the middle of my walls? How do I fix this? Remember my wall needs to be of 2 seperate textures.

User posted image
Re: HL2 Textures Posted by ReNo on Mon Dec 6th 2004 at 4:18am
ReNo
5457 posts
Posted 2004-12-06 4:18am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Are the brushes definately flush against each other? If so, its
possibly to do with one or both of the textures being one or two units
misaligned. Make sure the bottom brushes' textures are aligned to top,
and the top brushes' textures are aligned to bottom, and hopefully it
should fix it.
Re: HL2 Textures Posted by Campaignjunkie on Mon Dec 6th 2004 at 4:22am
Campaignjunkie
1309 posts
Posted 2004-12-06 4:22am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Select the bottom face and increase the Y scale by .01 and align to the
bottom of the face. OR you can simply shift the Y offset up by 1 unit.

When textures are rendered, they are also filtered (billinear,
trilinear, etc.) by the renderer. Notice that the bottom trim of the
texture is black. In this case, the texture was being filtered from the
bottom to the top (for when the texture vertically tiles). Thus, when
the texture is filtered, the black trim is slightly blurred below,
which ends up being the top when vertically tiled... Not sure if that
explanation made sense. :smile:
Re: HL2 Textures Posted by Sparky911 on Mon Dec 6th 2004 at 5:12am
Sparky911
89 posts
Posted 2004-12-06 5:12am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Ok that helped to hide it on close range but from far away it still shows a hint of the line. I moved the top down one unit and the bottom up one unit. Both are at the 0 mark on the X axis and both are set to world.I also have the other edges (the ones you can't see) like the backside and the sides set to nodraw.
Re: HL2 Textures Posted by Sparky911 on Mon Dec 6th 2004 at 5:32am
Sparky911
89 posts
Posted 2004-12-06 5:32am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Ok I managed to work around it I think. What I did was make both the top and bottom brushes the plain plaster texture that is in the same group as the ones I was using. Then I made a brush at the very top and the very bottom of my wall exactly the same size as the trim areas of the texture one unit tick and placed it directly infront of my wall. Its more brushes for one wall but having one wall behind the trim with the same solid texture makes sure the line won't show up I guess.
Re: HL2 Textures Posted by Raeth on Mon Dec 6th 2004 at 7:02pm
Raeth
62 posts
Posted 2004-12-06 7:02pm
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
Of course, Valve didn't use any of these tricks. You can clearly
see the black lines in dm_overwatch. Honestly, I don't even
notice them while playing. I don't think it's quite the problem
you might think it is.
Re: HL2 Textures Posted by Yak_Fighter on Mon Dec 6th 2004 at 7:12pm
Yak_Fighter
1832 posts
Posted 2004-12-06 7:12pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
CJ's answer was correct you goof. It's called texture scaling, and it's important so you should figure it out now.
Re: HL2 Textures Posted by Sparky911 on Wed Dec 22nd 2004 at 8:58am
Sparky911
89 posts
Posted 2004-12-22 8:58am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Actually Yak the reason I marked it incorrect was because I tried it to the tee and I still saw thin lines no matter what I did. If it worked I would have marked it correct ya think?