Texture alignment on ramps now finally working
The texture alignment on ramps kept bothering me for weeks now and I finally decided to use a method that does the same as JACK’s UV lock feature. It basically just pulls the texture into the direction you’re moving the vertices to and preserves the original texture shift, while adjusting its scales to fit the new face length.
While this is the best method for texture shift preservation, it will also lead to a certain distortion, when the slope angle is very steep. The pros of that method outweigh this con though.
Initially I ran into problems when I tried to compile the pipes in the upper example. I realized that this was caused by them having floating point coordinates, so I was able to compile the demo map without any compiling issues in the end, by just rounding all coordinates to integer numbers – AKA snapping them to the grid – using “round 1” during the generation process.
Doing this won’t have any noticable effect on the texture aligns or shifts, which is absolutely brilliant, because having a managable mesh is important when working in any editor. Of course this will also break any mesh with sloped but non-triangle faces. This should be kept in mind when rounding meshes that actually don’t need to be triangulated.
Alternative texture alignment
Anyway, as an alternative I also included the old method I was working on. It can be used in situations, where crossing details on the horizontal texture axis aren’t that bad, but having an upright vertical texture align is relevant for a natural look… or whatever.
Currently I am still working on the next update for Map2Curve. In addition to the path extrusion feature, I want to concentrate on correct texture alignment for sloped surfaces this time, like those on a ramp.
When this works smoothly I will be able to combine it with the path extrusion feature which will make very interesting landscape possible.
Thoughts about architecture overkill due to generated brushwork
One idea suggests itself. With a tool like this it becomes easy to create curved brushwork with a lot of details in just a few minutes. A level of detail which quickly becomes too much for the Goldsource engine, so one has to keep in mind: With great power, comes great responsibility.
The polygone usage of these arcs or ramps is – compared to manual low-res construction methods – significantly higher, which will demand for a very thoughtful and occasional usage in suited situations, where a small amount of curvy architecture has a huge impact on the overall quality of the scene.
In my opinion creativity and discretion are very important resources in good leveldesign, if not the most important.
Like I already stated in the About section, this will be my new playground to publish articles and media concerning my current projects or those, in which I am involved.
I hope to be less focused on the webdesign and more on the actual thing.
First thing first: I’ve finished a piece of software I was working on for the past 8 months or so. Something I always wanted to have, a tool that can actually generate and texturize circular shapes for the quake map format. But not any circular shapes. These don’t need to be made of triangles! Yes, that’s right. There are a few downsides of course, but otherwise this is kind of a holy grail, so I am really happy to share it with the remaining mapping community.