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A_2

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  1. Thank you. Are there any limits on the quantity and/or complexity of patches you can have in a map?
  2. I have three questions regarding texture alignment across vertex-manipulated brushes. 1. I am making a cavern in DarkRadiant. I am doing this by using the "clip" tool to cut brushes into wedges and then moving their vertices around. It is my understanding that making irregular/'terrain'-type geometry out of brushes will result in some degree of performance improvement versus making it out of either patches or imported models. Is this correct? 2. While I have had no difficulty getting these brushes' vertices to align, I cannot say the same about their textures, which seem to require a great deal of fine-tuning, not only through panning, but also stretching and rotation, to align adequately. None of the "surface inspector" tools seem to help. I recall that Source's "Hammer" editor had an "align textures to camera" function[1] which could be used to avert this kind of thing. Is there anything like that in DarkRadiant? 3. In an earlier thread[2], someone recommended creating caulk brushes, putting flat patches over them, and texturing the patches. Are there drawbacks to this approach? Thank you for your time. This image should illustrate what my problem is.
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