[L4D2] Texture Alignment Issue
- KoD
- KoD [@at] joe . to
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[L4D2] Texture Alignment Issue
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.
- LOOK, IT'S ADAM!!!
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Re: [L4D2] Texture Alignment Issue
i noticed this when doing some tf2 mapping as well, maybe it's a result of the recent update?
"LOOKS LIKE ITS TIME TO CRASH TF4" - fatso
(in response to me whining about how no one is ever on my server)
(in response to me whining about how no one is ever on my server)
- Wolsk
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Re: [L4D2] Texture Alignment Issue
I still have no idea what either of those do haha.
Can someone explain it please?
Can someone explain it please?
- NIPPER
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Re: [L4D2] Texture Alignment Issue
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.
- KoD
- KoD [@at] joe . to
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Re: [L4D2] Texture Alignment Issue
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
- Wolsk
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Re: [L4D2] Texture Alignment Issue
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.