Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Foo
Posts: 13840 Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand
Post
by Foo » Wed Apr 12, 2006 9:41 pm
Any way of avoiding silly texture misalignment like this?
The patch is as it appears, a simple trapezoid.
This confounds me. I've been using patches to align textures where brushes can't provide the accuracy I need, but goofing like this makes it largely useless.
Adding more patch points along the height of it only multiplies the problem at each point ;(
Don't get me wrong... it's oddly beautiful. But it's not the result i was seeking
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Foo
Posts: 13840 Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand
Post
by Foo » Wed Apr 12, 2006 10:15 pm
As a sacrifice to the editing gods, I offer the following painfully-obtained information:
To sync a func_rotating with an item rotation, the correct speed key is 175.78
The possibilities are... well, limited. But pretty cool.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
wviperw
Posts: 334 Joined: Sat Mar 17, 2001 8:00 am
Post
by wviperw » Wed Apr 12, 2006 11:19 pm
175.78
175.78... isn't that common knowledge by now?
:P
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
Post
by Kaz » Thu Apr 13, 2006 1:28 am
Try pulling out the middle vertex to further tesselate the patch, and play around with it from there.
Foo
Posts: 13840 Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand
Post
by Foo » Thu Apr 13, 2006 1:34 am
Kaz wrote: Try pulling out the middle vertex to further tesselate the patch, and play around with it from there.
You're some kind of fucking prodigy or something. Works perfectly if I mash up the central vertex like so:
You king :icon14:
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
Post
by Kaz » Thu Apr 13, 2006 1:51 am
Too kind, laddie :P
Silicone_Milk
Posts: 2237 Joined: Sat Mar 12, 2005 10:49 pm
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by Silicone_Milk » Thu Apr 13, 2006 3:15 am
ah yet another wonderful thread to add to my bookmarks.
Kudos guys!
obsidian
Posts: 10970 Joined: Mon Feb 04, 2002 8:00 am
Post
by obsidian » Thu Apr 13, 2006 3:49 am
IIRC, you can also collapse some of those control points, so you have a 2x2 patch. Make sure drill patch points down is turned on.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
Post
by Fjoggs » Thu Apr 13, 2006 10:10 am
wviperw wrote: 175.78
175.78... isn't that common knowledge by now?
:P