problem brush-texture shifting


07-03-2003, 02:47 AM
Hi, i have a doubt regarding shifting of textures in world brushes. What I do is I have a tree with the textures applied, all perfect and fine, ok.

The problem appears when i copy paste the same tree in another location on the map. The textures appear on the new tree shifted and I have to change them again.

What I am doing wrong? Should I do it in another way to get a good textured copy? Solution?

After I have all trees perfect, what should i do with them to increase rspeeds (It is based on an open area and I fear of high rspeeds)? Should I convert them to entity funcwall to lower wpolis as much as possible?
Should I leave them i unit higher than the base to avoid leaves?


Thanks
miopalmo

Kehldon
07-03-2003, 02:54 AM
There is this little thing called texture locking in the texture application tool, so select you tree and lock the textures and the problem should be fixed.

07-03-2003, 03:08 AM
Apart of my badsight I cannot find it: Here is the list of texture application tool:

-scale-shift-rotation menus
-Justify-Align menus, which cannot be selected (is the L the locking feature?)
and then the rest, no mention to lock whatsoever
where can i find the lock feature?
thanks miopalmo

Craftos
07-03-2003, 03:24 AM
MainMenu: Tools->Texture Lock (Shift-L)

07-03-2003, 03:29 AM
THANKSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSs

what about?

After I have all trees perfect, what should i do with them to increase rspeeds (It is based on an open area and I fear of high rspeeds)? Should I convert them to entity funcwall to lower wpolis as much as possible?
Should I leave them i unit higher than the base to avoid leaves?

thanks again
miopalmo

TheNomad
07-03-2003, 07:22 AM
Originally posted by miopalmo
what should i do with them to increase rspeeds

I think you mean DECREASE. :)

CptMuppet
07-03-2003, 11:27 AM
To decrease r_speeds:
Use the "NULL" texture on ALL brush faces the player won't see;
Use the env_model entity to load a tree model, insead of making them in worldcraft.

Craftos
07-04-2003, 03:56 AM
I think he made trees as brushes.

You should mark whole tree (or few of them if you are running low on entities). then "Tie to entity" as func wall. Then you don't have to use that"1 unit space" cause it affects only world brushes. Put them right on ground. With such forest you may get high r_speeds but you have to reduce them in other ways.
Just convert as I had written, compile and see what r_speeds are, maybe they will be fine.

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