texture alignment problem Created 11 years ago2012-11-13 19:33:55 UTC by Tsaras Tsaras

Created 11 years ago2012-11-13 19:33:55 UTC by Tsaras Tsaras

Posted 11 years ago2012-11-13 19:33:55 UTC Post #310947
I have an alignment issue on a texture on an archlike conveyor. I'm aligning them with Alt+Right click but they end up losing alignment every time I circle the whole thing.

Any tricks for this situation?

Screenshot
Posted 11 years ago2012-11-13 20:11:08 UTC Post #310948
Set "Texture lock" in the menu settings of Hammer (tools section). Then you can move around with your brushes without such problems.

EDIT: Ah you got a round structure. Didn't look at the screen. Unless the texture is specifically created to be connected with itself you won't be able to fix it.

I had a tough time trying the samething with a space background for another game which had the form of a cube. Without picture editing it's impossible to properly allign the texture to your brushes.

If the texture really was properly alligned then perhaps there could be something wrong with the setting of your rotating trigger. Make sure it rotates the same speed as all other rotating function triggers.
Posted 11 years ago2012-11-14 09:26:23 UTC Post #310956
Measure the length of each side, and then add them together. For the sloping surfaces, measure the vertical and horizontal distance, and then use Pythagoras' Theorum to find out the length of the side.
As an example, I made this:
User posted image
It's a simplified version of what you have, set up with a grid size of 8.

So for this, you would calculate:
2(112) + 2(72) + 4(sqrt[(48^2) + (80^2)])
Which gives you an overall length of 741.18.
For this example, I picked a texture that tiles nicely, yet it's quite obvious when it's misaligned.

The texture is 64x64, so I divided 741.18 by 64 to get 11.58.
This is the scale you would get if you made a brush 741.18 units long and set the texture as fit to face. This ends up being quite stretched, so you would then divide it by a near whole number. In this case I chose 11, giving me a scale of 1.0528, or 1.05.

So change the texture settings to give a texture scale of 1.00 x 1.05, and then reapply using the alt + right click method.

On the left is the seam with a texture scale of 1.00 x 1.00, and on the right is the seam with a scale of 1.00 x 1.05:
User posted image
Unfortunately it won't come out looking absolutely perfect except for in certain rare cases, but it does make the seam a lot less noticeable.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2012-11-14 10:03:01 UTC Post #310957
wow that looks really cool Tsaras!

I think you are always gonna have seam there at one point, though you can align it better than that.

Maybe, if you select all those interior faces and click "face"(or world if face doesn't work), then "center" buttons, with the little box that says "treat as one" checked.

play with it and it should work, if not, feel free to upload a problem map and we can give it a crack ;)

TJB: nice detailed answer holy cow! Rep +1 =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2012-11-14 10:34:50 UTC Post #310959
Thanks for the detailed example. This seems like the logical thing to do yeah, I was just wondering if there was an automated way to do this in VHE. Since this texture is moving round (it's a conveyor) the edge where the textures are badly aligned is very obvious.

I should be able to fix this one way or another.

edit: I just used trial-and-error method increasing texture size by bits until it completely closed. This was quite faster than the math suggested :P
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