Have you tried using the center mouse button to copy the texture from the side wall? Even doing it that way may not work because the faces are not facing the same way as the side wall. You'll just have to adjust those face textures by hand, until it looks right.
I usually get my textures messed up when I'm making brushes with angles and at a certain point (beyond ~45?) they seem to flip or shift, so I'll have to adjust them by hand (which sucks, just try to texture a barrel..!). If that doesn't work out for some reason you could perhaps try and use a simple patchmesh for that rounded-off corner.
I dunno about the center mouse button, never worked for me...Maybe coz I use the Q3 style in Radiant. Copy a texture, for me , its just a matter of right-click...but i came different...
Pant, turning into a path mesh will probably not work...a bevel is a path mesh already..actually, I have the same prob on path meshes, the texture never matches...
And btw, ligting never applies correctly on bevels or path meshes that mixes w/ walls...I've never seeing a bevel in a day map, only night. Now I know why...
Ok, I changed the textures, it's now matching (kinda...), but the lightning is a very big issue:
As you can see, the bevel reacts to lights differently than the wall...
hmm, I think you're better of clipping some brushes. I usually don't have that much of a problem with texturing and lighting round corners (as I don't use bevels). It requires quite some manual texture manipulation though. I did some testing and okay, after the lighting it wasn't *perfect* but it looked way better than in those screenshots.
In the picture I started on the left side with face 1 and 2 (horizontal & vertical scale =1). Faces 3, 4 and 5 needed flipping and shifting. It's essential to flip the horizontal scale from 1 to -1 in this case. After that it's shifting the texture on faces 3, 4 and 5 until it matches the rest as closely as possible.
Thanks pantera..your results are really good but are you using brushes or a bevel?
I wanted to use a bevel, as it looks far better than brushes...My problem (It's called a "trauma" in psychology) is with bevels and path meshes...gr..
using brushes, we can achieve a good result but I'm affraid that dozens of houses like that, using unecessary edges, will hurt fps a lot ( my map is 99% of these houses/huts)
Yes, you are wrong. I think there are less faces with a caulked brush than a patch mesh bevel with an end cap. I did a test with both and the brush corners look way better than the bevels. I changed the lightmap density of all the outside face textures (to 16) and it seemed to help with the lighting a little using "-final" light compile. But, as you can see the lightmaps on the bevels still don't match with the side walls. If the side walls had patch mesh decals, the lightmaps would match, but that sure seems like the hard way.
Using the bevel and then texturing it can be fixed by hitting "s" to bring up the settings. With this option, you can move, resize, and rotate teh texture to fit your model. I have found a really nice tutorial on this, its actually a video tut! Here is the link to all the tuts, including the one on texturing bevels: http://www.carbongraphx.com/mohaa/vidtuts.html
hope that helps. Just click on the link "texturing" and your set. I have windows media player and it should just load automatically