GlasWolf on 17/12/2005 at 21:29
Hmm, texture alignment. I'm tidying some roof beams up and have managed to get the texture alignment on two sides correct, but the third one is doing everything but what I want it to. It's a little awkward as they're not at a regular 0/45/90 degree angle:
Inline Image:
http://www.glaswolf.net/images/thief/t3ed/rafters.jpgLeft correct, right... well, not.Before you ask, I have no idea how I managed to get the other two sides to work - I just fiddled with the alignment, unaligned and it came right. Is there a manual way to specify texture rotation angle?
Krypt on 18/12/2005 at 02:40
First of all, you should use wooden beam static meshes to build something like that :p However, texture alignment is sort of important so I'll tell you how to rotate anyway.
If you need to rotate a texture in smaller increments than 45 degrees, click the texture rotater button on the left toolbar (3rd one down on the right column, looks like a T with a circle of arrows around it) then select the surface, hold down ctrl and the right mouse button and move the mouse left and right to rotate. You'll just have to mess with it until it looks aligned right, it doesn't let you type in a numerical angle. I thought there was some better way to do it, but I can't remember what it is now.
GlasWolf on 18/12/2005 at 03:16
There is one beam smesh in the support section, but it's very long so wouldn't scale to the different sizes. All of the rafters and joist supports seem to be right angled too... maybe I just haven't looked hard enough.
Anyhoo, another crisis averted - cheers Krypt. :thumb:
Krypt on 18/12/2005 at 09:14
Look under COLUMN_ARCH_VAULT_DOME>Columns_Beams in the mesh browser. In the root directory down at the bottom there are a bunch of meshes starting with TEN* that are wooden beams in all lengths and sizes.
STiFU on 18/12/2005 at 09:58
But if you add them as semisolids it shouldnt be any problems, right? I made it that way because i wanted some more realistic structured and most of all better textured beams.
Crispy on 18/12/2005 at 10:09
It'd most likely be faster with static meshes, and you would be able to rotate and move them into the position you wanted... but hey, you've done it now. :)
STiFU on 18/12/2005 at 11:00
You can rotate any brush as well... you just have to work very clean so that because you may not intersect with this method...
GlasWolf on 18/12/2005 at 15:58
Quote Posted by Krypt
Look under COLUMN_ARCH_VAULT_DOME>Columns_Beams in the mesh browser. In the root directory down at the bottom there are a bunch of meshes starting with TEN* that are wooden beams in all lengths and sizes.
Damn, I even used them in the tutorial. :)
Just for info, I outlined the beams with the builder brush then used deintersect and add. It works but obviously leaves a lot of off-grid bsp nodes.
I am quite proud of my roof though, which has a few odd angular intersections. After reading one of the brush tutorials in the Unreal wiki I carved out an open area elsewhere in the map, then made a solid roof section and hollowed it out, not worrying about intersecting. Build it, then surround the whole thing with the builder brush and do intersect - the BB will "shrink-wrap" the structure. Move your original construction brushes out of the way and do an add - hey presto, a single brush with no intersecting.
My roof is now made up of four brushes, two of them mirrored from the other two. Here's a single brush:
Inline Image:
http://www.glaswolf.net/images/thief/t3ed/roof.jpg
Krypt on 18/12/2005 at 21:50
Stifu, in regard to the semisolids thing: we never used semisolids when making the original maps. We figured that it was another feature from unreal that didn't carry over, and it is definitely not supported by the engine directly. If it does indeed reduce BSP cuts then that is good, but otherwise the geometry is the same as a normal solid. Also make sure it doesn't create BSP faces you can't see, in spots where a bunch of stuff is covered by a semisolid for example.
scumble on 20/1/2006 at 18:37
Another reconstituted thread from the newbie thread. In this case the question may have been better in a seperate thread because it leads to more in depth discussion about the construction of the scene - it was a little beyond the beginner's "how do I align textures?" question.