Textures look like crap

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I want to fit a nice texture to a large wall I have but the problem is that when I use "Fit", (and even though it's a 1:1 x/y ratio) the texture comes out too stretched in the game and looks pretty ugly. If I try to use anything under 1:1, it has an obvious repeating pattern which looks even worse. How do you avoid this problem and is there some way to apply two different textures to the same wall or surface? Can someone also explain to me what exactly "lifting textures" means and what people use it for?

Also, a question about lighting. Should I just place light models across my ceilings and then place a light entity right over each one? Is there a way to make a light entity brighter and cover more area (for example if I wanted to make a whole room bright with just one?) Would it be a good idea to place light entities between the floor and the ceiling (in mid-air)?
 
I've been designing levels for 5 years (on Unreal) and I never heard of "lifting textures".

For getting 2 textures on one face.... split it into two faces. This is the only way. You can select the brush and use the Clip tool. Draw your splitting line and press shift-X until both sides are white. Hit enter and it'll clip into 2 brushes with 2 separate surfaces.

As for aligning textures, I usually just play around with teh scale and the offsets directly until it works.
 
Tynan said:
I've been designing levels for 5 years (on Unreal) and I never heard of "lifting textures".

For getting 2 textures on one face.... split it into two faces. This is the only way. You can select the brush and use the Clip tool. Draw your splitting line and press shift-X until both sides are white. Hit enter and it'll clip into 2 brushes with 2 separate surfaces.

As for aligning textures, I usually just play around with teh scale and the offsets directly until it works.

What I meant by that was the "Lift + Select mode" that you see in the basic texture screen when applying textures. What is that for? Is it common to split something into two faces in order to apply different textures to a surface?
 
lifting textures is just a term hammer uses for when you select a face it lifts "selects" the material, then right click to place that on others if you want.. It's one of the methods of doing it, you use what you prefer.

As for two materials on one surface, no, can fake it with overlays/decals but no only one texture on a single surface at a time.
 
to help with your texture problem, i think you mean you just click fit and it stretches your texture to a blur? what you want to do is click on the face of your brush you wish to add texture to (don't use "fit" in the justify console). then manually enter 0.25 and 0.25 in the X and Y texture scale. now click on apply.

you can now edit your texture size up or down according to your brush in the texture scale resizing. also get to know the texture shift to move textures up/down and left/right.

experiment and it will come.

the only way to apply two textures on 1 surface is by applying a decal, clipping, or using displacement.
 
if you use fit (i just learned about that feature a few days ago, thank god, i was manually fitting my textures lol) it usually works just fine, but when you get a texture that is a different size than what it is being applied to than it will stretch. if the texture is a low resolution than it will look like crap (pixelated?) when applied to large brushes. <---this is your problem. in that case choose a different texture or hide it with lighting effects...

example: large mountain side,with rock texture, wont look good applied to the whole mountain (fitted)- so you have to tile it (keep in mind you won't notice the tiling when in-game)...then when you add light to your map put some shadow on it or somthing similar...

oh and when you fit it and it look like crap, change one of the perameters to match the other (i.e. y=4.53 x=.076) change x to = y...

Tank
 
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