Origen Texture?
buggerbb
Join Date: 2003-03-04 Member: 14296Members
<div class="IPBDescription">um ya, where ?</div> Hey,
I was just wondering where the origen texture can be found? should i just include the HL wad in my map building or will that freak out when it compiles? i noticed that is is no where to be found in the NS official maps, so do i just use the one provided with HL?
Or is there something that i am totaly missinng <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Danish Monkey
I was just wondering where the origen texture can be found? should i just include the HL wad in my map building or will that freak out when it compiles? i noticed that is is no where to be found in the NS official maps, so do i just use the one provided with HL?
Or is there something that i am totaly missinng <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Danish Monkey
Comments
Textures are projected in 2 (or 3) different ways.
"world", " face", "both of them" and "none of them".
"world" means the whole texture is projected along the x,y,or z-axis whatever the textured face normal looks at most. (gives best results in complex architecture but stretches textures bad, also makes compiling fast and map filesize small)
"face" means its projected along the normal exactly to the face. (face normal = line in a 90° angle to the face) (gives bad results on complex brushes (tricky to make borders look steamles) but is NOT stretched)
"both" Is simply both then the face looks straight along the x,y, or z-axis.
"none" can just be reached by vertex manipulation and means that the texture is projectet along anny axis that is not a world axis or the face normal.
now IF the rexture gets projected complanar to the face in a 90° angle of the textures normal (= along the face) you will get this error because the projected texture gets stretched to the infinite in one direction, and most softwares dont like the word "infinite" (and division trough 0) and prefer giving an error message.
-> check vertex manipulated brush faces and make its textures align to world or face.
The texture is in halflife.wad. Don't be afraid to use that file for basic textures like origin, clip, and sky - it won't cause any issues with your map.
i needed to know about both of your posts, so no time wasted <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-Danish Monkey