clampmap solution


(3tehakanyuksel) #1

I used to have problems with fitting clampmaped textures. Sometime ago, i discovered a workaround for this. I want to share this information:

Follow the steps to fit a clampmapped texture for tcmod rotate or some other usage:

  1. Draw a brush which has its bottom left edge on the 0,0,0. (or take the brush to that location)

  2. Fit the texture

  3. Set the horizontal and vertical shift values to zero from the surface inspector window.

Now , your brush is ready to be moved anywhere unless you dont modify the values in surface inspector window.


(ydnar) #2

This actually shouldn’t matter with Q3Map2. All textures are biased so that the centermost repeat of a texture is in the [0,1] space, unless the texture range is near (but greater than) 1.0, in which case the largest-area repeat is given the [0,1] space.

Try putting several jumppads in a map with full offsets (so they appear correct in Radiant), and compiling. They should all have the proper animated clampmap in the center.

y