Texturing the Wall
Texturing the walls can be trickier. That's because we have to make sure the windows or other decorations on the wall get properly aligned to the doorframes and edges of the floor and ceiling.
Bring up the Texture Toolbox (
Shift-A), if it's not up already. Click on "Browse..." to open the Texture Browser again. Type in "dust wall" in the filter to bring up all the wall textures in de_dust. For consistency sake, we're going to select "de_dust/templewall02" by double-clicking on the texture.
Once again, right-click on all the wall surfaces in these two rooms. Make sure you find
all the wall surfaces. You might have to fly around in the 3D view a few times to make sure you got all of them.
 Texturing wall surfaces |
Let's add a door to the North face of the large room. Open the Texture Browser again and select "de_dust/door04" as your current texture (hint: type "dust door" in the filter to locate it quickly). Right click the North face of the large room.
 Texturing a door |
What a horrible looking wall, with multiple copies of the door texture tiled all over the wall. Don't fret, we'll fix it right now. First, select the wall surface by left-clicking on it. Then align the door texture to the bottom of the floor by clicking the "
B" in the "Justify" box.
 Aligning the door texture |
Now, the bottom edge of the door texture is justified to the edge of the floor. Close the Texture Toolbox and select the wall brush. We'll now use the Clip Tool (
Shift-X) to cut out a section of the wall. Cut along one of the door textures.
This is a bit tricky, but the easiest way is to make two clips in the x/y view along the two sides of the door texture, and watch where the cut goes in the 3D view. Then select the middle brush and go to the y/z view and cilp it horizontally across the top of the door texture. It may take a few tries to cut at the exact spot, but it could be done. If you clip at the wrong place, just
Ctrl-Z to undo the cut and adjust your clipping position. When you're done, it should look like this (I have the three brushes around the door selected to emphasize the cutout):
 Clipping the door |
If you're getting lost at this stage, you might want to review
how to use the Clip Tool. Remember, you must select the brush (
Shift-S) before you can clip it.
Now, open up the Texture Toolbox again. There's a nifty trick here. Click on the down arrow in the "Current Texture" box, and the textures that are already in use for this map should be listed first.
 Select only textures in map |
Select "de_dust/templewall02" and texture the wall surfaces surrounding the door with it. For an artistic twist, we'll emphasize the door by moving the door brush into the wall by 8 units. Select the brush and re-position it by dragging it. The resulting 3D view should look like this:
 Door recessed |
Texturing the Ceiling
I stress the importance of using the proper texture for each purpose (i.e. using a floor texture only for floors). Texturing the ceiling with a floor texture simply looks wrong and it also makes you look like an inexperienced mapper. So let's filter "ceiling" and pick out the ceiling texture "concrete/concreteceiling003a" for these rooms. Notice if you cannot view the full length of the texture name below the texture thumbnail, you can read it to the right of the texture filter.
After what we've been through to texture the walls and making the door, texturing the ceiling is a cinch. Just right-click on all the ceiling surfaces to apply the texture, and you're done.
Remember to save your map first before compiling. This is what you should see in-game after compiling:
 In-game screenshot |
After mastering the basics of texturing, we shall proceed to
lighting basics next.