texture transition on floor Created 17 years ago2006-05-25 00:46:44 UTC by gunpun gunpun

Created 17 years ago2006-05-25 00:46:44 UTC by gunpun gunpun

Posted 17 years ago2006-05-25 00:46:44 UTC Post #181943
This is a newbie question ;) . Imagine a map where player goes from outside environment (with a sky) into a room. The floor texture transitions from grass to indoor-tiles, without any "bump": both outdoor and indoor floors are at the same height. How is this achieved?

I tried creating a floor brush onto a outdoor floor brush such that both surfaces are level, but have different textures. The problem with this major flickering of textures: I see both outdoor and indoor texture depending on the player position within the map. How do I make this work?
Thanks!
Posted 17 years ago2006-05-25 01:00:01 UTC Post #181945
First of all, remember to post your problems in ether the HL1 forum or the source forum. Questions don't belong here.

Anyway, just make the brush that you want to be the floor, and then carve it into the ground. Only do this if its a square though, carving with anything else can produce some pretty nasty effects.
Posted 17 years ago2006-05-25 06:59:11 UTC Post #181973
Gunter, this is the HL1 forum. Plus, carving has very little to do with this. ;)

gunpun, the transition is as simple as using two brushes: one for the grass part and one for the floor part. Make sure they do not overlap, but touch each other at the transition edge. That way you'll avoid the ugly z-fighting effect, where two surfaces 'fight' to be rendered on top of the other.
Posted 17 years ago2006-05-25 07:11:04 UTC Post #181975
Gunter, this is the HL1 forum. Plus, carving has very little to do with this.
Ah but how do you know it wasn't moved before you saw this? ;)

What they said /...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-25 07:22:13 UTC Post #181977
Habboi > CP.

:P

You can to make use of an trim texture.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-05-25 09:13:10 UTC Post #181988
You can also make a custom texture that looks like this:
User posted image
I combined between a Hl1 tiles texture and opposing force's grass texture. I know it sucks, I haven't spent along time on this one, it's just an example.
Posted 17 years ago2006-05-25 10:45:10 UTC Post #181993
Hmm, true point, Habboi. These forums lack a 'topic was moved' notification. ;)
Posted 17 years ago2006-05-25 14:50:06 UTC Post #182026
Plus, carving has very little to do with this.
Carving is what I would do, unless the entire area went from outdoor to indoor.

I guess thats what he meant :lol:.
Posted 17 years ago2006-05-25 15:23:13 UTC Post #182033
I'd use the clipping tool, but hey. :)
Posted 17 years ago2006-05-25 16:06:53 UTC Post #182036
I'd use the clipping tool, but hey. smile - :)
I can't guess why, carving does exactly the same thing as clipping does, its just faster.
Posted 17 years ago2006-05-25 16:43:01 UTC Post #182042
Carving is not the same as clipping. The user chooses where the clip lines go.
Posted 17 years ago2006-05-25 17:13:26 UTC Post #182050
Thing is, I probably do some more planning ahead when mapping. So I hardly ever come across a situation where carving would be faster. I also think it's the experience you have with a tool, or the feeling for it, that plays a role in how fast or easy it really is.

When I need a grass and a floor brush, I create one and copy it by shift-dragging it, so you could say I don't even use clipping in this situation.

But yeah, I'm a control-freak, so carving isn't my thing by nature anyway. :)
Posted 17 years ago2006-05-25 17:24:50 UTC Post #182052
I'd clip, then put a border type brush 2-3units on top of the floor and ground.. (covering the crack)
_____
Grass______|__ __|_______Tile
|
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-05-25 17:26:11 UTC Post #182053
I'd clip, then put a border type brush 2-3units on top of the floor and ground.. (covering the crack)
                  _____
      Grass______|__ __|_______Tile
|
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 17 years ago2006-05-25 17:33:17 UTC Post #182056
Even better. :)
Posted 17 years ago2006-05-26 04:33:39 UTC Post #182094
You can make the tiles higher and at the end break apart.
Grass____|-------Tiles
Or you can make something like this:
Grass________|______Tiles
But since you said you don't want any bump in the floor you can add a small trim which might look good in some cases, but if you want to make the place look more abandoned, use a costum texture like the one I showed you before.

grass  transation  tiles
       texture
______ ________ ________
Edit:

I made a transation between two textures in this map. In the mouth of the larger cave the dirt from the outside and the cave's rocks are combine nicly.
Posted 17 years ago2006-05-26 20:10:15 UTC Post #182192


grass is - trim is + and tiles are =

--------++++========

All you have to do is make multiple brushes at the same level. Not hard.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-05-27 04:01:14 UTC Post #182210
I think the custom texture way will look the best.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-27 11:31:35 UTC Post #182236
Same here seventh, although it's extra work if your not familiar with Photoshop.
Unbreakable UnbreakableWindows 7.9 Rating!
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