Seriously!

Go Back   Seriously! Forums > Serious Sam Series > Serious Sam Classic > Serious Sam Classic Workshop > Serious Editor

Serious Editor Discuss mapping ideas & problems or show tutorials and maps.

Reply
 
Thread Tools Search this Thread Rate Thread Display Modes
Old 07-03-2016, 10:41 PM   #1   Add To Ignore List  
ideas but no skills
 
PikaCommando's Avatar
 
Seriously! Archivist/Slave
Joined: Mar 2013
Location: In My Crawl, Crawling
 
PikaCommando is offline
Default Aligning textures

Making complex brushes was the first part of the problem. Now, it's aligning the textures on uneven surfaces without making them look like shit (sometimes it's also a bitch to align them on regular rectangles). I tried the auto-align combo but most of the time it makes the texture look worse. But if auto-align doesn't work, then that means I have to manually align them all
  Reply With Quote
Old 07-04-2016, 04:13 AM   #2   Add To Ignore List  
Khnum
 
God Of Gaming's Avatar
 
Joined: Nov 2011
Location: Bulgaria
 
God Of Gaming is offline
Default Re: Aligning textures

or rather than create a very complex brush in the first place, make a 3d model with uv mapped texture, and then a simple invisible brush on top of it for collision. It will also render much faster this way
__________________
  Reply With Quote
Old 07-04-2016, 04:40 AM   #3   Add To Ignore List  
Black Star
 
Devostator's Avatar
 
Seriously! Creative Moderator
Joined: Jun 2011
Location: Germany
 
Devostator is offline
Default Re: Aligning textures

You should take into account that he may not have modeling skills
  Reply With Quote
Old 07-04-2016, 05:52 AM   #4   Add To Ignore List  
Goodbye Moonmen
 
Discy's Avatar
 
Seriously! Khnum
Joined: Jul 2003
Location: The Netherlands
 
Discy is offline
Default Re: Aligning textures

Serious Editor has a few shortcuts for texturing.

Alt+A stretches the texture to fit in the polygon's vertical side. Alt+shift+A stretches the texture to fit in the polygon's horizontal side. These don't require you to have anything selected, they stretch the polygon under the cursor. However, if you have multiple polys selected they will all be affected.

Ctrl+K aligns the texture at the left-side edge of the polygon. Ctrl+shift+K aligns the texture at the top edge of the polygon. These two do require you to select at least one polygon, and again all selected polygons will have their textures affected.

Holding ctrl allows you to reposition selected polygons' textures using LMB to move and LMB+RMB to rotate.

Ctrl+C and ctrl+V copies and pastes all polygon texture properties (textures, size, rotation, position) under the cursor (selections apply). M copies polygon layer's position/rotation and J pastes it as is, while U pastes it relative to the copied position (projection mapping). Comma (,) copies the current layer's texture and K pastes it at the current polygon's selected texture layer (no properties are copied).

Double clicking on a polygon selects all neighbors of the same brush with the same polygon color. Press C to change polygon color, this works on selections.

With nothing selected clicking shift-1/3 will quickly toggle through texture layers. Q toggles the Tools Info box.
__________________
"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)

Last edited by Discy; 07-04-2016 at 05:56 AM.
  Reply With Quote
Old 07-04-2016, 09:40 AM   #5   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

Quote:
Originally Posted by God Of Gaming View Post
or rather than create a very complex brush in the first place, make a 3d model with uv mapped texture, and then a simple invisible brush on top of it for collision. It will also render much faster this way


I have been told that you should be careful about adding models to sed1 because it can quickly tank performance. Remember that se1 is limited by the number of visible polygons on the screen and even with sectoring and occlusion you can't go insane with the details.
  Reply With Quote
Old 07-04-2016, 11:22 AM   #6   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: Aligning textures

Quote:
Originally Posted by Louva-Deus View Post
I have been told that you should be careful about adding models to sed1 because it can quickly tank performance. Remember that se1 is limited by the number of visible polygons on the screen and even with sectoring and occlusion you can't go insane with the details.
No it's the other way around, placing models rather than bsp geometry is a lot more efficient
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 07-04-2016, 02:33 PM   #7   Add To Ignore List  
Andromeda
 
Rakanishu's Avatar
 
Seriously! Sam Master
Joined: Dec 2011
Location: Universe
 
Rakanishu is offline
Default Re: Aligning textures

There are several shortcuts

Press M on a texture and U on another, see what it does
Press CTRL+SHIFT+ALT+A, see what it does
__________________
Showcase Thread© -- Crippler and Raka's Artillery©
-------------------------

Procyon, alive... and still shining.
Check STM 1.08B for SSSE by Troy and Zeo.
French mapper and modder since 2010.
  Reply With Quote
Old 07-04-2016, 04:11 PM   #8   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

Quote:
Originally Posted by Scratch View Post
No it's the other way around, placing models rather than bsp geometry is a lot more efficient
Maybe for decorations, but not for level geometry, which I believe is what he is talking about.
  Reply With Quote
Old 07-04-2016, 05:00 PM   #9   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: Aligning textures

Quote:
Originally Posted by Louva-Deus View Post
Maybe for decorations, but not for level geometry, which I believe is what he is talking about.
Well.. yeah, but you don't want to use model holders for collision, because that's just a sphere collider in all cases I believe?
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 07-04-2016, 05:16 PM   #10   Add To Ignore List  
Goodbye Moonmen
 
Discy's Avatar
 
Seriously! Khnum
Joined: Jul 2003
Location: The Netherlands
 
Discy is offline
Default Re: Aligning textures

No, all collision in SE1 is made from a box. So you can't build level geometry from models, but distant things or anything the player can't reach can safely be replaced with models and it will improve the framerate, because there's barely any collision calculating involved. You can easily place nearly a hundred models on-screen at once with barely any hit in fps.
__________________
"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
  Reply With Quote
Old 07-04-2016, 05:30 PM   #11   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

So... I can put all kinds of insane models outside of the map as background, right?
  Reply With Quote
Old 07-04-2016, 05:33 PM   #12   Add To Ignore List  
Goodbye Moonmen
 
Discy's Avatar
 
Seriously! Khnum
Joined: Jul 2003
Location: The Netherlands
 
Discy is offline
Default Re: Aligning textures

Yes.
__________________
"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
  Reply With Quote
Old 07-04-2016, 09:04 PM   #13   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

How about I just have a long flat invisible BSP wall for collision and insane, fancy models inside of it?
  Reply With Quote
Old 07-05-2016, 03:49 AM   #14   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: Aligning textures

Quote:
Originally Posted by Louva-Deus View Post
How about I just have a long flat invisible BSP wall for collision and insane, fancy models inside of it?
That's the spirit.
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 07-05-2016, 04:25 AM   #15   Add To Ignore List  
Goodbye Moonmen
 
Discy's Avatar
 
Seriously! Khnum
Joined: Jul 2003
Location: The Netherlands
 
Discy is offline
Default Re: Aligning textures

In theory perfectly doable, but it's never been put to the test. Also, the correct term is CSG.
__________________
"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
  Reply With Quote
Old 07-05-2016, 05:08 AM   #16   Add To Ignore List  
Khnum
 
God Of Gaming's Avatar
 
Joined: Nov 2011
Location: Bulgaria
 
God Of Gaming is offline
Default Re: Aligning textures

Also, if done for walls, it probablly won't obstruct the visibility of the next room like a brush wall would, so everything in the next room will be rendered too. Of course you can probably make a thin visible brush wall in the middle, and then cover it with model decorations
__________________
  Reply With Quote
Old 07-05-2016, 05:18 AM   #17   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: Aligning textures

As for the visibility, you could always enclose everything in another room Or just use sector visibility flags, I think that works too?

Quote:
Originally Posted by Discy View Post
In theory perfectly doable, but it's never been put to the test. Also, the correct term is CSG.
Yo Discy, check Slack sometime man
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 07-05-2016, 07:58 AM   #18   Add To Ignore List  
Black Star
 
Devostator's Avatar
 
Seriously! Creative Moderator
Joined: Jun 2011
Location: Germany
 
Devostator is offline
Default Re: Aligning textures

Quote:
Originally Posted by Louva-Deus View Post
you can't go insane with the details.
Tell that SlaWWW
  Reply With Quote
Old 07-05-2016, 09:15 PM   #19   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

Quote:
Originally Posted by God Of Gaming View Post
Also, if done for walls, it probablly won't obstruct the visibility of the next room like a brush wall would, so everything in the next room will be rendered too. Of course you can probably make a thin visible brush wall in the middle, and then cover it with model decorations
Quote:
Originally Posted by Scratch View Post
As for the visibility, you could always enclose everything in another room Or just use sector visibility flags, I think that works too?
Quote:
Originally Posted by Discy View Post
In theory perfectly doable, but it's never been put to the test. Also, the correct term is CSG.
I am tempted to try this as a proof of concept. But according to a certain someone you are still limited in how complex the models can be or the game can't handle it.
  Reply With Quote
Old 07-06-2016, 03:18 AM   #20   Add To Ignore List  
Khnum
 
God Of Gaming's Avatar
 
Joined: Nov 2011
Location: Bulgaria
 
God Of Gaming is offline
Default Re: Aligning textures

yes, but apparently using models from the SeriousSKAStudio rather than models from SeriousModeler allows for much higher polycount, is what I remember SLAwww saying a while ago.
__________________
  Reply With Quote
Old 07-06-2016, 07:56 AM   #21   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

I was planning on using blender.
  Reply With Quote
Old 07-06-2016, 01:37 PM   #22   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: Aligning textures

Quote:
Originally Posted by Louva-Deus View Post
I was planning on using blender.
Blender and SkaStudio/Modeler can't be compared, as they have different purposes
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 07-06-2016, 09:50 PM   #23   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

I wasn't comparing.
  Reply With Quote
Old 07-07-2016, 04:04 AM   #24   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: Aligning textures

Quote:
Originally Posted by Louva-Deus View Post
I wasn't comparing.
It was implied
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 07-10-2016, 01:03 AM   #25   Add To Ignore List  
The Purple Cat
 
Buzzy's Avatar
 
Joined: Dec 2008
 
Buzzy is offline
Default Re: Aligning textures

Im wondering if SeriousSKAStudio allows for higher poly models, will the engine still handle like a hundred million polygons in the level (e.g. Trees) and would it render SKAModels rather than standard models (optimize it better?)...
  Reply With Quote
Old 07-10-2016, 08:53 AM   #26   Add To Ignore List  
Did you see?
 
Louva-Deus's Avatar
 
魂クラッシャー
Joined: Oct 2001
 
Louva-Deus is offline
Default Re: Aligning textures

SKA models can be higher poly but you are still limited by the engine itself. It can't handled too many triangles on the screen at the same time. It's over 15 years old after all.
  Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
help textures max001 Serious Editor 1 02-06-2004 12:58 PM
em textures max001 Serious Editor 2 02-06-2004 12:56 PM
Texture Aligning on Torus? Da_Cool_Guy Serious Editor 12 02-03-2003 08:14 PM
FE Textures sean123 Serious Sam Classic 6 06-17-2002 03:43 PM
Player model--aligning attachments HighMaintenance Serious Modeler 6 02-01-2002 03:04 PM


All times are GMT -4. The time now is 08:27 PM.