Texture flip Created 10 years ago2013-09-19 22:01:11 UTC by Stojke Stojke

Created 10 years ago2013-09-19 22:01:11 UTC by Stojke Stojke

Posted 10 years ago2013-09-19 22:03:50 UTC Post #315788
Is it possible to perfectly flip a texture in Gold Source?
Rotate by 180 degrees produces some misalignment.
User posted image
Everything is on grid, valid solids. The objects are angled.
Before any one asks, I drew the arrows onto the image :P
Stojke StojkeUnreal
Posted 10 years ago2013-09-19 22:10:23 UTC Post #315789
Reverse the Y scale coord on the face properties window.

Y: 1.00 becomes:
Y: -1.00
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 years ago2013-09-19 22:15:50 UTC Post #315790
Oh, that makes sense :D

But the darn line is still there... Hmmm... Could this be caused by angled surface?
The texture is seamless tiled. I should inspect the texture:
User posted image
Stojke StojkeUnreal
Posted 10 years ago2013-09-20 06:55:39 UTC Post #315802
Do the bottoms of those brushes line up perfectly on grid with the ones below them?
That line looks to be the same colour as the other rock texture in that image.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2013-09-20 07:21:53 UTC Post #315803
Yes, they are perfectly connected. Directly on center of grid map.
I examined the texture, no such bug occurs when i perfectly flip it.
Stojke StojkeUnreal
Posted 10 years ago2013-09-20 08:14:57 UTC Post #315804
Find out if it looks like that in-game too. Maybe it's just the editor.
Posted 10 years ago2013-09-20 08:34:53 UTC Post #315805
In game too.
Map uploaded to vault: Click me mon
Stojke StojkeUnreal
Posted 10 years ago2013-09-20 14:15:44 UTC Post #315807
You may want to upload the rmf and wad files if you want us to have a look at it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 10 years ago2013-09-21 04:06:25 UTC Post #315829
What if you select the texture and then alt and right click the face that's not lining up?
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2013-09-21 04:42:30 UTC Post #315832
Well, that just continues the texture in the non flipped order. But i kinda like it like this. So i will keep it this way. Thanks Urby :D
Stojke StojkeUnreal
Posted 10 years ago2013-09-21 05:06:08 UTC Post #315833
This is happening to me as well, but only when i try to merge 2 different images to create a merging effect. I do this to try and simulate displacements. Everything looks perfectly matched in photoshop, however when in hammer goldsource or in-game (CS 1.6), i get:

(sorry about low quality, temp. textures)
User posted image


It's basically 4 images in there; the upper-right one tiles horizontally & vertically; the upper-left tiles vertically; the lower-right one tiles horizontally; the lower-left does not tile, but like i said before, i don't get those seams in photoshop.
I've read a while ago, in an entirely different game engine forum, that this may be an issue related to some calculations in Open GL...However, i don't remember exactly what it was about, neither did i fully understood the topic. The math in there made my head explode.

Oh, this happens both on brushes made at an angle or linear.
Posted 10 years ago2013-09-21 05:19:01 UTC Post #315834
Actually, it looks very ugly when compiled and lighted >_<

@ Kachito

Yeah, i see the lines. Do you have a link to this topic?
And if its OpenGL calculations, than software/D3D mode should not have this bug? And what about GlIDE? :)
I will test it.
Stojke StojkeUnreal
Posted 10 years ago2013-09-21 05:27:43 UTC Post #315836
Sorry, I don't remember the link, this was about half an year ago when i looked it up. Also, i haven't tried software/D3d. And i totally forgot to post my suggestion, got carried with my problem...Anyways, make sure you have texture lock ON, then simply copy-paste the brushes with that texture and flip them vertically or horizontally, as needed. This should also flip the texture.
Posted 10 years ago2013-09-21 05:40:20 UTC Post #315837
They are flipped, but the line still occurs. As if the texture is stretched by -0.01 .

I just tried software mode, the line is indeed gone, but the lava looks funny xD

Image 1
Image 2
Image 3
Image 4
Image 5
Image 6

Also, i just now noticed that the lava texture keeps returning to stretch value 1.0 from 2.0 under OpenGL.
Stojke StojkeUnreal
Posted 10 years ago2013-09-21 06:18:51 UTC Post #315841
I tried to reproduce the misalignment, using the texture provided above. However, everything seems the be working ok for me. Wall on the left is made from 2x256 unit brushes at an 27% angle X,Y. However the top brush was copied from the low one and flipped vertically.

Wall on the right is just the same brushes, with the texture simply set to treat everything as one.
User posted image
Btw, using the generic hammer 3.5 and Vhlt v30.
Posted 10 years ago2013-09-21 15:58:50 UTC Post #315845
The texture is stretched 2x in my map. X 2.0 Y 2.0 / Alignment X 0.0 Y 0.0 .
And the two solids where it connects are both 512 high, 256 wide, different long value.

I am using normal Hammer 3.5 and VHLT 3.0 as well.

And if you take a look at the previous post where i posted images it is actually an OpenGL bug. Since in software render it does not occur. I will keep this map to test it on my Voodoo 5 5500 :)
- Will GLide perform better? Only tests will show!
Stojke StojkeUnreal
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