Re: Applying textures to brushes over 128 units
Posted by bluppfisk on
Sat Jun 11th 2005 at 1:13pm
22 posts
2 snarkmarks
Registered:
Jun 11th 2005
Occupation: student
Location: Belgium
I'm new to snarkpit/hammer.
I searched.
I didn't find a solution to the following problem:
if I have a wall in my room over 128 units, my wall texture doesn't
fit, because all of the wall textures are 128 units large. I mean I see
the texture twice because my wall is 256 units high. And seriously, a
128units high room is a small one tbh.
I managed to stretch it a little (although I don't really understand
the texture application tool, the texture size jumps like hell as I
adjust the values) so that I have the entire texture on one wall. But
now it looks all stretched out and just plain ugly.
How do the experts solve this?
Re: Applying textures to brushes over 128 units
Posted by bluppfisk on
Sat Jun 11th 2005 at 1:30pm
22 posts
2 snarkmarks
Registered:
Jun 11th 2005
Occupation: student
Location: Belgium
Alright, that helped! Would you say it only looks bad in the editor
then? Also, I have a small other question, I don't want to spam the
main page so if anyone can reply to it in this thread, I'd be happy!
If you create a light source (I.e. a lamp), how do you do it? Is that a
brush or a model, and where are the textures for lamps, I just can't
find anything like that. Thx
There's nothing in the props_lights folder either..
edit again: there are lights/lamps textures, but they're like several
sides of one model/brush in one texture, and I don't really see how I
should apply them to my brush..
Re: Applying textures to brushes over 128 units
Posted by Andrei on
Sat Jun 11th 2005 at 1:48pm
Andrei
member
2455 posts
1248 snarkmarks
Registered:
Sep 15th 2003
Location: Bucharest, Romania
No you place either a light, a light_spot or a point_spotlight. There
are some texlights too (see the "white" textures) but too few TBH. The
lamp props are scattered in several folders. There are some
streetlights under city17, some neon-lights under lab and some ceiling
lamps and other neon lights under wasteland.
And regarding your first problem, you can also try chopping the wall
horizontally into sections and texture them individually. I don't
recommend this though.
Re: Applying textures to brushes over 128 units
Posted by bluppfisk on
Sat Jun 11th 2005 at 2:19pm
22 posts
2 snarkmarks
Registered:
Jun 11th 2005
Occupation: student
Location: Belgium
Thanks for the kind replies all.
Something else: Is there some kind of overview of all the available
models and where I find them in the maps? Methinks they're hard to find
and the model browser makes my computer very ... very ... slow ...
takes about five seconds to switch map.
Have 512 Mb RAM though, I know it's not much but shouldn't it do the trick?
edit: while I'm at it: where are the props for doorhandles, I want to make my own very short door.
edit2: (i'm mapping as I ask) How do I turn decals because they start
looking familiar in my toilets :smile: And they're facing the wrong way.
Re: Applying textures to brushes over 128 units
Posted by $loth on
Sat Jun 11th 2005 at 3:07pm
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
I get that with my comp, don't think that there is much you can do for
it. Decals should be able to turn by going to it's properties and using
the radar type thing in the top corner, works for models etc aswell.
p.s. plz just one question per topic, will help the people who serch to find ansers easier.
Re: Applying textures to brushes over 128 units
Posted by bluppfisk on
Sat Jun 11th 2005 at 3:58pm
22 posts
2 snarkmarks
Registered:
Jun 11th 2005
Occupation: student
Location: Belgium
ok I'll start new topics for each, just didn't want to spam :smile:
And honestly I do search but sometimes don't find.
Re: Applying textures to brushes over 128 units
Posted by French Toast on
Sat Jun 11th 2005 at 4:14pm
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
Yeah, the search function isn't flawless.