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First of all, I'm not sure whether it's worth trying to perfectly align all the textures in this kind of map, as the outer part is basically a loop which may require re-applying a lot of texturing and as there are a lot of curve patches alternating with classic brushes with the same texture, I fear they may not seam too easily. This said...
Tested version 230430.
Here, the texture on the wall is the same, but it doesn't align perfectly.
Furthermore, when looking at that in the editor, I noticed that the shader in the lower trim (in the curve part, on the left) looked badly stretched in the editor. The texture itself should just be plain white so it shoudn't make any difference, but considering it's a light-emitting shader, I feared that could explain why some areas around the white trim look brighter than others.
Look here. This one has got Bloom enabled, to better see:
However, I then realized that the brighter area is smaller than the whole "curve with oddly stretched texture" area, and I think that the reason for the extra brighness is that, behind the patch, there is still another trim -this time on a brush- with the same white shader (if you hide the patch, in the editor, you can see the brush wall behind it): I guess where the curve gets small enough, the light from behind it "bleeds" in front of it. This is just a theory.
This screenshot shows the same effect near to the other end of the curve (both texture misaligment between brush and patch and uneven brightness on the trim on the patch).
I guess that for avoiding this problem, one should split the brush behind, to place a non-light-emitting texture where the wall is hidden behind a patch? But maybe it might be a too much time-consuming task, also considering the same may apply to other parts of the map, like this one?
Another couple of places where the texture alignment doesn't seem perfect, for the record (still, maybe not worth the hassle):
And this on the red floor (but I've seen in my map that having sloping faces get perfectly aligned with surrounding vertical/horizontal textures isn't easy). Probably not worth it, mentioning just for the sake of completeness:
The text was updated successfully, but these errors were encountered:
First of all, I'm not sure whether it's worth trying to perfectly align all the textures in this kind of map, as the outer part is basically a loop which may require re-applying a lot of texturing and as there are a lot of curve patches alternating with classic brushes with the same texture, I fear they may not seam too easily. This said...
Tested version 230430.
Here, the texture on the wall is the same, but it doesn't align perfectly.
Furthermore, when looking at that in the editor, I noticed that the shader in the lower trim (in the curve part, on the left) looked badly stretched in the editor. The texture itself should just be plain white so it shoudn't make any difference, but considering it's a light-emitting shader, I feared that could explain why some areas around the white trim look brighter than others.
Look here. This one has got Bloom enabled, to better see:
However, I then realized that the brighter area is smaller than the whole "curve with oddly stretched texture" area, and I think that the reason for the extra brighness is that, behind the patch, there is still another trim -this time on a brush- with the same white shader (if you hide the patch, in the editor, you can see the brush wall behind it): I guess where the curve gets small enough, the light from behind it "bleeds" in front of it. This is just a theory.
This screenshot shows the same effect near to the other end of the curve (both texture misaligment between brush and patch and uneven brightness on the trim on the patch).
I guess that for avoiding this problem, one should split the brush behind, to place a non-light-emitting texture where the wall is hidden behind a patch? But maybe it might be a too much time-consuming task, also considering the same may apply to other parts of the map, like this one?
Another couple of places where the texture alignment doesn't seem perfect, for the record (still, maybe not worth the hassle):
And this on the red floor (but I've seen in my map that having sloping faces get perfectly aligned with surrounding vertical/horizontal textures isn't easy). Probably not worth it, mentioning just for the sake of completeness:
The text was updated successfully, but these errors were encountered: