hammer question. how do you invert a texture?

Discussion in 'Game Modifications' started by poseyjmac, Oct 16, 2003.

  1. poseyjmac

    poseyjmac Newbie

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    if i had a door texture on a brush i created and the door knob is on the wrong side. how can i invert the texture in hammer so that the door knob is on the other side. in the shift A properties, i can find nothing that does that. anyone know?
     
  2. Xtasy0

    Xtasy0 Guest

    why not flip the whole door brush 180 degrees?

    oh, and on the face edit sheet you can rotate a texture, the face edit sheet is the icon with a box with three different colors on it.
     
  3. poseyjmac

    poseyjmac Newbie

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    ok how do i flip it 180 degrees, i dont nkow how to manipulate brushes very well in hammer.

    i can rotate the texture, but i can't flip the texture. i can't get the doorknob on the left side if it was on the right side by rotating the texture. other wise the door would be upside down
     
  4. poseyjmac

    poseyjmac Newbie

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    cool i figured out how to rotate it . thanks
     
  5. poseyjmac

    poseyjmac Newbie

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    one thing though if ur still around. if i wanted to put door knob .mdl file on my door, how do i make it part of the door when it swings? its not a brush so it isn't 'eligible' to turn into a func_door_rotating right?
     
  6. Xtasy0

    Xtasy0 Guest

    if you've turned the door into a func_anything that you can give a name, then you could tell the doorknob to have the doors name as a parent, that way they'll move together, or another way to do it might be some kind of physics constraint thing *shrug*
     
  7. poseyjmac

    poseyjmac Newbie

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    awesome thanks.
     
  8. clay_9

    clay_9 Guest

    to 'flip' a texture on a brush, just put a minus (-) infront of the number in the x field on the texture position panel (or the y field if it's on the other axis).
     
  9. YourMom

    YourMom Newbie

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    Multiply the X-scale by -1.
     
  10. poseyjmac

    poseyjmac Newbie

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    thanks! only had to wait about a year for that! hehe
     

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