[L4D2] Texture Alignment Issue

Like such as the NIPPER
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KoD
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[L4D2] Texture Alignment Issue

Post by KoD » Thu May 13, 2010 7:22 pm

Image

I can't uncheck the World and Face block on ANY new brushes I create...

I've tried:
Texture lock off
Copy + pasting the map onto a new document
Duplicating brushes and resizing them

.. No luck .. No ideas.

The opposite side of the brush I create is the one that has the selection for either World or Face - If I rotate the brush around it just continues to check world and face.
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Re: [L4D2] Texture Alignment Issue

Post by LOOK, IT'S ADAM!!! » Thu May 13, 2010 9:00 pm

i noticed this when doing some tf2 mapping as well, maybe it's a result of the recent update?
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Wolsk
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Re: [L4D2] Texture Alignment Issue

Post by Wolsk » Thu May 13, 2010 10:04 pm

I still have no idea what either of those do haha.
Can someone explain it please?
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Re: [L4D2] Texture Alignment Issue

Post by NIPPER » Thu May 13, 2010 11:27 pm

this has been an issue with hammer since it was called worldcraft. try ctrl-selecting all the faces you want aligned then click the world and face boxes.
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Re: [L4D2] Texture Alignment Issue

Post by KoD » Thu May 13, 2010 11:53 pm

no luck - i wouldn't really mind it but I can't make a single brush that isn't broken.. I'm going to try a fresh SDK install
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Re: [L4D2] Texture Alignment Issue

Post by Wolsk » Fri May 14, 2010 12:40 am

Note that quite often, a face already points in the same direction as the Hammer grid. In that case, both "world" and "face" will be checked in the face edit dialog, and they can't be unchecked. This is not a bug; it just indicates that both texture projections apply to the selected face. Just as often, a face points in the opposite direction as world alignment. In that case there is a difference between "World" and "Face" alignment.
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