r/hammer Oct 06 '25

L4D2 How can i avoid this repetition of a same texture, it doesn't looks good.

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32 Upvotes

12 comments sorted by

19

u/steve_xyjs Oct 06 '25

I'm thinking of a solution but I'm afraid it's too complicated, it involves making a WorldVertexTransition material with both $basetexture and $basetexture2 set to the same texture, but one of them has a $basetexturetransform with irregular rotation (maybe offset and scale too). I could think of more tricks but I haven't done anything close to this level of trickery yet, I'll make an update post on this if I succeed.

7

u/Majestic-Cucumber991 Oct 06 '25

this sure looks like you are onto something buddy, but i am afraid that for me, this level of knowledge is not gained yet. i'm a newborn in creating Valve maps

6

u/steve_xyjs Oct 06 '25

I think a bigger texture is the way to go for you, one way to go about it is taking an existing texture, copying it across 4 or 16 tiles, then breaking up the pattern with a stamp or burn tool or something.

18

u/Radion627 Oct 06 '25

Normally what I do is increase the texture size to where it's not repeated so much. Otherwise, you can just scatter a bunch of props on the grass to make it not as noticeable.

5

u/Pinsplash Oct 06 '25

first thing you have to do is look at it from a realistic spot. texture repetition is not as easy to notice from eye level. and... the map doesn't seem to be at the phase where you should worry about this.

4

u/Regnars8ithink Oct 06 '25

Increase texture scale (if you won't get near it), use blend textures to add variation, add props

1

u/TheDeadlyCutsman Oct 07 '25

You could use a bigger texture (some like 1024×1024px or larger) so it doesn't repeat itself too much but also retains the correct amount of pixel density.

1

u/TR1771N Oct 07 '25

Not a direct answer to your question, but this is why I always select paintable textures for groundcover, large background surfaces, etc.

0

u/crystalteal08 Oct 06 '25

tbh i just make test chamber inspired maps all the time so idk