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Applying
Textures |
By
default the current texture will be applied to any new
brush you create. There are two ways to change this. With
the "Apply Current Texture Button", or by using
the "Texture Application Mode".
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Selecting a
texture. To change the
"current texture". Clicking the menu button next to the texture name will give you the
most recently used textures, followed by all the
textures. The faster way to view all the available
textures is to click [Browse]. When you find the
texture you want just double-click it, the texture
browser will close, and your chosen texture will become
the current texture. |
Apply Current Texture |
Apply Current
Texture Button . Select
the texture you want by using the texture bar. The
current texture will then be placed on all the faces of
any new brush you create. Or, using the apply current texture button,
you can apply the current texture to all the faces of the
currently selected brush. Ahh.. but what if you want to
only apply it to one of the faces you ask?...
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Texture Application Mode
To make aligning textures to your
objects easier, try building your objects to the same
scale as the textures you plan to use. Check the texture
browser for different textures sizes. Whenever possible
make your floors and walls conform to the 32 or 64 unit
grids.
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Texture
application Mode can be
turned on by typing (Shift-A) or by clicking on
the Texture Application Mode Button. Then, using the 3D
view, pick the face of the brush you want to edit. The
face properties window will open allowing you to adjust
the texture settings. If you press [shift] while
selecting a brush face, the whole brush will be selected. Scale is used to stretch the
texture along the "X" and "Y" axis.
Fairly easily, you can take a 128X128 door texture and
fit it on any door, no matter what the size.
Shift is used to move
a texture along the "X" and "Y" axis.
The main purpose of this is to align textures. And
example would be in creating a barrel. You use WOOD1_5
texture which has a metallic band running around it. When
you first apply the texture the metal band isn't running
around the top of the barrel. So, using the
Shift texture control you adjust the "Y" axis
until the metal band lines up the way it should. 
Rotate allows you to
rotate the texture on the face. This is great for getting
teleporter pads to align along any direction you might
want.
Hide mask, will hide
the red mask that is seen on selected brushes so that you
can see what you are aligning better. Make sure you
unclick this when you are done, so that you'll be able to
see which faces you are selecting later.
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 Right clicking on any face in any of the
modes of texture application mode will apply the current
texture and values to that face.
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Modes:
texture application mode has several different
modes. The default mode is Lift + Select.
Here's a brief description of what they do.Lift + Select: Lifts the
texture and values from any face left clicked on, and
selects that face.
Lift: Lifts the texture and values from
any face left clicked on.
Select: Selects any face left clicked
on.
Apply (texure only) Apply's the current
texture to any face left clicked on.
Apply (texure + values) Apply's the
current texture and values to any face left clicked on.
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Expense
of textures is something that you need to keep
in mind. While there isn't really a limit to the number
of textures you can use in your level, there are two
reasons to keep the number of textures reasonable. First
is caching delay, if you go from one room with a lot of
textures into another room with a lot of different
textures, you will get noticeable chunking as your
machine caches the textures of the new room. Bad in
Single Player, terrible in Multiplayer. Second, every
different texture that you put in your level is added to
the finished BSP file, resulting in a larger download,
and the possibility that not all systems will have enough
memory to run your level. |
Texture
Lock Toggle
! Texture Lock does not work when you rotate
objects, their textures will become misaligned.
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Texture
Lock allows
you to move objects that have the texture aligned without
messing up their alignment. For best results, keep the
texture lock button off until you are moving objects that
have the textures lined up, and then turn it off again.
This will keep the textures on adjoining objects in the
same alignment if you move them while creating them. |
 ! You cannot have two brushes of different
liquid types touching each other, you will get errors
(mixed face contents).
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Making
Water - Special Textures
are textures such as water, lava, sky etc. They
have properties that are different than most textures.
These are all animated textures and have special
properties, such that they allow you to move through the
brush, or can cause pain etc. Making
water is actually pretty darn easy, make a brush, then
select it. Select the water texture you want, and then
click the apply current texture button. Done, BSP will
take care of the rest. In order to work properly, all the
faces of that particular brush must have the same texture
on them, so don't do anything funny with texture
application mode on liquid and sky brushes.
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Properly
aligned textures, and good textures in right places can
make the difference between a good map and a great map.
You can spend hours working in a small corner of the room
until the textures are 'just right'. |
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