winding roads PLZ

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Masta|Rabbit
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winding roads PLZ

Post by Masta|Rabbit »

i need help with winding roads i can pretty much make the brush but i cant get the texture to fit to a road that turns ]



PLZ HELP!!!! :D
tstrait72
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Post by tstrait72 »

for the windy road I am assuming you are using a patch mesh and going into bend mode to bend it, right? if you lock the texture under 'textures/texture lock' for rotation, it will bend with your patch. This kinda looks weird because the texture on the inner curve is sqeezed and its strecthed on the outer curve. I have no idea how to fix that, still looking. :D :wink:
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Masta|Rabbit
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Post by Masta|Rabbit »

toby ur damn quick thx :D



hey u and i need to talk l8r on the bending stuff i will look into it now but might not get it :(
tstrait72
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Post by tstrait72 »

no problem, what else is there to do at work?! :D :wink:
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Post by Surgeon »

I'm obviously not the MoH guru that Toby is :P :P but if you hit s to bring up the surface properties, then hit natural this works for bending roads and stuff.
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Post by Manstein »

To fit the texture to the curve I use the "set" option: the first to 1, the second to 2. The inner side still looks squeezed but the outer one looks much better...
tstrait72
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Post by tstrait72 »

Thanks for the input guys! They both work in different ways. Now off to the editor manual and old radiant tut sites to see just how different, now that I know what to look for. :D :wink:
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tstrait72
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Post by tstrait72 »

I'm back! Here is what I found on this site http://www.qeradiant.com/manual/ in the Q3radiant Manual section about the texture inspector:

Fit (Brush)
The texture is stretched to fit the dimensions of the brush. The width and height fields to the right are the number of repetitions to be used in the S and T dimensions (S corresponds to X on the actual texture and T corresponds to Y on the actual texture). The default value for the height and width fields is 1. You can type a size value into field or use the scroll buttons on the right to enlarge or reduce the texture. Only integer values can be entered (meaning that you can't enlarge a texture 1.5 times).

CAP (Patch)
This function is most often applied to patches used to fill in the gaps between curves and solid geometry. It can also be applied to flat patches so that the texture doesn't appear to follow the arc of the patch. You may need to use the SHIFT + CTRL + N command to normalize the texture on the patch.

Set? (Patch)
This command functions almost like the "Fit" command above for brushes. The texture will be fit across the patch based on the X and Y values given. However, there is a notable difference. The X and Y fields will accept non-integer values (e.g. 6.4 x 3.8). It may take some experimentation to determine which dimension of your patch is considered to be "X" and which is thought to be "Y". If a value of 1x1 is given, the texture will be "fit" to the patch.

Natural (Patch)
The engine does its best to map the texture onto the patch in a "natural" appearing manner. This means that the texture will curve and flow with the curves and bends in the patch. Unless you are texturing a cap, this should be your first choice when applying a texture.
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Stevie_ROF
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Post by Stevie_ROF »

What I did to make a bend in a road was;

Make the first straight part. I dragged one corner something like this " / "
(for a left bend). Connected another brush to it - size it a bit so that I looks like it's the same brush, again, at the end dragged another " / " and connected another brush to it.

If you don't make to large ends ( " / ") you can make the bend smooth.

When texturing rotate the texture to fit your needs.

It may be a time-eating way but it worked fine for me..


Just my 2 cents.

-Stevie_ROF
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