Yah, I ended up using that method actually. I couldn't find a better
solution. It doesn't seem to operate too well on arbitrarily sized brushes,
though. Consider a brush that has one end raised on the z axis. The side
face approach doesn't work for that. I ended up just doing it the
painstaking way, with the shortcuts where I could. But lord, I hate CSG
right now. It's really not geared for these. More complicated displacement
work starts to run into serious limitations if you're constrained by the CSG
system.
 And I like my walls of text, thank you very much. Betcha I can type faster
than you can. :P


On Sun, Jun 27, 2010 at 6:11 AM, Cory de La Torre <gear....@gmail.com>wrote:

> Thats usually the easiest way to do it Joe. Also it's Alt-Right click.
>
> On Sat, Jun 26, 2010 at 7:40 PM, Joe W-A <joewa...@gmail.com> wrote:
>
> > I usually do this:
> > http://www.youtube.com/watch?v=Fp7iRsl-54Y
> > <http://www.youtube.com/watch?v=Fp7iRsl-54Y>although it's possible I'm
> > thinking of different stretches of road
> >
> > On 27 June 2010 03:44, Alfonso Arbona Gimeno <nak...@terra.es> wrote:
> >
> > > Nice wall of text btw, keyboards usually have a 'Enter' key that
> creates
> > > a new line...
> > >
> > > I dont really know how they did that texture alignment, maybe they
> > > created a straight section of road, selected the option to resize
> > > textures while resizing brushes and then vertex-edited it.
> > >
> > > I haven't tested it, but its a possibility.
> > >
> > >
> > > El 26/06/2010 16:16, Joe W-A escribió:
> > > > It sort of does, but I'm having difficulty explaining while
> > intoxicated.
> > > >
> > > > Sent from my HTC
> > > >
> > > > -----Original Message-----
> > > > From: Spektre<spekt...@gmail.com>
> > > > Sent: Saturday, 26 June 2010 11:13 PM
> > > > To: Discussion of Half-Life Mapping<hlmappers@list.valvesoftware.com
> >
> > > > Subject: Re: [hlmappers] Texture alignment
> > > >
> > > > Oh yes. But it doesn't explain this.
> > > >
> > > > On Sat, Jun 26, 2010 at 8:00 AM, Joe W-A<joewa...@gmail.com>  wrote:
> > > >
> > > >
> > > >> You're aware of alt right click, right?
> > > >>
> > > >> Sent from my HTC
> > > >>
> > > >> -----Original Message-----
> > > >> From: Spektre<spekt...@gmail.com>
> > > >> Sent: Saturday, 26 June 2010 10:52 PM
> > > >> To: Discussion of Half-Life Mapping<
> hlmappers@list.valvesoftware.com>
> > > >> Subject: [hlmappers] Texture alignment
> > > >>
> > > >> Ok, this one is driving me insane. I'm looking at the brushwork in
> the
> > > >> later
> > > >> outlands maps in EP2, especially in outland_10, around the White
> > Forest
> > > Inn
> > > >> battle. The switchbacks and the curves in the road... I CANNOT for
> the
> > > life
> > > >> of me figure out how they managed to get texture alignment on the
> > > non-grid
> > > >> perpendicular and arbitrarily shaped road brushes. Is there some
> trick
> > > for
> > > >> clamping the UVs on a brush face in place? Most of the stuff I'm
> > seeing
> > > is
> > > >> all vertex manipulated. Is it just re-aligned after the fact?
> > > >> I'm trying to accomplish a similar effect on a map I'm making, and
> the
> > > >> manual texture alignment is going to give me carpal tunnel. As well,
> > can
> > > >> anyone else verify what the difference between left/right click on
> > Align
> > > to
> > > >> View is? Left appears to assign default scale and shift, and right
> > > assigns
> > > >> whatever is actually defined in the Face Edit Sheet. Does this seem
> > > >> accurate? I wanted to note it in the wiki, but wanted confirmation.
> > > >> _______________________________________________
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> archives,
> > > >> please visit:
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> > > >>
> > > >>
> > > >>
> > > >> _______________________________________________
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> > > >> please visit:
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> > > >>
> > > >>
> > > >>
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> > > please visit:
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> >
>
>
> --
> Gear Dev
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