"So if you want a spaceship and tilt it in the World, as Sswift suggests, you would create the spaceship on it's own, then load it into your map as an object and you can move it around with it's own UV coordinates remaining constant."
If I'm not mistaken, Halo allows you to do this, but only bakes the shaodws of the objects into the level lightmaps. He doesn't actually generate lightmaps for the objects you place within the levels. So this is not an option, and besides, building a level that way would make the entire ship always be visible. You need the ability to do vising.
"If you bear in mind that ever wall is a separate object, and often consists of several objects per wall, using world UV coordinates for objects is the only way you could build the basic levels without going nuts. Imagine if every time you moved a step it stopped tiling with the rest of the floor. You'd go nuts. I think the answer might be to get used to creating items on their own and then placing them into maps."
And if you bear in mind that I'm a professional level designer who's use Quake-like level editors and made levels for System Shock 2 in CSG editors with no such texture alignment, then... well I don't know what then. :-) But I do know what I'm talking about cause I've actually built huge levels! I think Unreal also fixes textures to the level geometry.
Of course, CSG level design and Quake level design are two totally different beasts. I hate Quake level design. It's so annoying having to build a room out of 4 solid walls and then cut holes to make doors, or use a bunch more cubes. It's so much nicer to be able to just stick one cube down, invert it, and have a room, and then stick another cube down and have a doorway.
I wonder if there is some happy medium. Clearly neither method is perfect.
Anyhow, my point still stands. Without texture-fixing by default, it would get really annoying when you build a peice of level on one part of the map and then move it over to another area and everything goes out of alignment.
If I'm not mistaken, Halo allows you to do this, but only bakes the shaodws of the objects into the level lightmaps. He doesn't actually generate lightmaps for the objects you place within the levels. So this is not an option, and besides, building a level that way would make the entire ship always be visible. You need the ability to do vising.
"If you bear in mind that ever wall is a separate object, and often consists of several objects per wall, using world UV coordinates for objects is the only way you could build the basic levels without going nuts. Imagine if every time you moved a step it stopped tiling with the rest of the floor. You'd go nuts. I think the answer might be to get used to creating items on their own and then placing them into maps."
And if you bear in mind that I'm a professional level designer who's use Quake-like level editors and made levels for System Shock 2 in CSG editors with no such texture alignment, then... well I don't know what then. :-) But I do know what I'm talking about cause I've actually built huge levels! I think Unreal also fixes textures to the level geometry.
Of course, CSG level design and Quake level design are two totally different beasts. I hate Quake level design. It's so annoying having to build a room out of 4 solid walls and then cut holes to make doors, or use a bunch more cubes. It's so much nicer to be able to just stick one cube down, invert it, and have a room, and then stick another cube down and have a doorway.
I wonder if there is some happy medium. Clearly neither method is perfect.
Anyhow, my point still stands. Without texture-fixing by default, it would get really annoying when you build a peice of level on one part of the map and then move it over to another area and everything goes out of alignment.