Can anyone shed some light on this...
I created a test room, but subtracting a series of four cubes, one after the next, such that each cube was touching the previous one. In the end, I made a large room that was effectively formed (totally inefficiently) by making four smaller roomlettes. I did this to demonstrate this problem.
For the pictures below, the textures I've chosen are utterly wrong for walls, floors, and ceilings, but they are simple 128x128 textures that I can test against. Each of the four roomlettes measure 64 wide by 128 deep, therefore, on the width axis, textures will repeat.
So I've created this, highlighted the subtracted brushes, and selected raw textures (no alignment yet)...
As you can see, everything along the X (width) axis repeats at the 64 unit breaks between each brush. This is expected.
Now, if I select the floors and ceilings and do an ALIGN, I get exactly what I want - that is, the textures have figured out how to "match up". But, when I do this to the walls, it doesn't work - that is, the textures continue to repeat at the 64 unit boundary (they restart). It doesn't matter if I do a Wall Panning, or Merge Polygons / Rebuild - no matter what I try, I can't get them damn co-planar walls to align the textures correctly in the same way the floor works.
What I WANT it to look like is this:
This shows the floor with the correct texture alignment (done magically by UED2), but I have to MANUALLY pan each wall segment to get the textures to align correctly. This sucks!
This is a simple room, but when I've got a water well or a curved archway with 16, 24, or 32 segments, then manual texture alignment becomes tedious (and BORING). There's gotta be a better way! Is there?
BB.
I created a test room, but subtracting a series of four cubes, one after the next, such that each cube was touching the previous one. In the end, I made a large room that was effectively formed (totally inefficiently) by making four smaller roomlettes. I did this to demonstrate this problem.
For the pictures below, the textures I've chosen are utterly wrong for walls, floors, and ceilings, but they are simple 128x128 textures that I can test against. Each of the four roomlettes measure 64 wide by 128 deep, therefore, on the width axis, textures will repeat.
So I've created this, highlighted the subtracted brushes, and selected raw textures (no alignment yet)...
As you can see, everything along the X (width) axis repeats at the 64 unit breaks between each brush. This is expected.
Now, if I select the floors and ceilings and do an ALIGN, I get exactly what I want - that is, the textures have figured out how to "match up". But, when I do this to the walls, it doesn't work - that is, the textures continue to repeat at the 64 unit boundary (they restart). It doesn't matter if I do a Wall Panning, or Merge Polygons / Rebuild - no matter what I try, I can't get them damn co-planar walls to align the textures correctly in the same way the floor works.
What I WANT it to look like is this:
This shows the floor with the correct texture alignment (done magically by UED2), but I have to MANUALLY pan each wall segment to get the textures to align correctly. This sucks!
This is a simple room, but when I've got a water well or a curved archway with 16, 24, or 32 segments, then manual texture alignment becomes tedious (and BORING). There's gotta be a better way! Is there?
BB.
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