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Post by shadowtech on Apr 24, 2005 18:52:14 GMT -5
ok, so i'm very much a newbie at creating maps for Quake 2. don't laugh too hard, but i have a question:
when giving a texture to a wall or floor, how do you make it not look all stretched-out? i've tried looking for tutorials that detail this, but none of them do that i've read.
i'm using Quark for my editor.
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Post by Le Ray [Q2C] on Apr 25, 2005 6:22:58 GMT -5
S.T. I use Tread 3D. Each basic texture has a measurement listed on it when viewing all of the textures. For example, most of them have a measurement of 64, which means 64 units. So let's say you wanted to add a floor block using a texture with a 64 unit measurement. You would have to add the floor block and make it a 64x64 square. If you made it any larger or smaller, the texture would appear stretched. You have to keep all of your walls and floors a multiple of 64 using the example texture. The next size up would be 128, then 192 and so on. I hope you can understand this. If not, let me know. Also, Tread has a texture locking function. If this is not locked, the textures can be stretched out of it's original form.
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Post by Stah on Apr 25, 2005 7:53:19 GMT -5
Somewhere under the compass you've got several tabs to choose from.
Theres one for the tree-view of your map, one for brush propeties, one for face propeties etc. (there are 4 or 5).
Choose the one with a little face icon (AFRER selecting a proper face by clicking the resizing handle of a brush you work with) and you'll mainly see the area showing the actual texture (in the bottom left screen corner). above the area there is a set of icons which are used for different texture aligns:
One's for stratching the texture on the face in 1:1 proportion, another will tile the texture in the closest to the original proportion, but so it fits integer times in each dimension. (there are also 4 or 5 of them)
Just go and experiment with these...
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Le Ray is right about the brushes dimensions! try to keep'em that way, and use those alignance routines only in special cases (ex. when making a custom sized window, but using a 64x64 window texture...)
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Post by shadowtech on Apr 25, 2005 9:39:57 GMT -5
thanks guys! the textures are looking good now
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Post by Le Ray [Q2C] on Apr 25, 2005 10:36:44 GMT -5
Hey, you stick with us and you'll learn some stuff.... he he...
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Post by DirtDemon [Q2C] on Apr 25, 2005 11:36:08 GMT -5
I found that stretching textures creates wierd unwanted lighting effects, so I always try to scale 1:1 or resize by scaleing up or down. Sometimes checking off detail under texture flags helps with this.
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