View Issue Details

IDProjectCategoryView StatusLast Update
0005633DarkRadiantMap Editingpublic14.06.2021 14:58
ReporterLDAsh Assigned To 
Status newResolutionopen 
Summary0005633: Apply textures to surfaces using "normalized" scaling.
DescriptionDarkRadiant used to abide by the "default texture scale" set in preferences, when applying textures to surfaces. Currently, textures seem to apply to surfaces based on the texel scale of the previous texture, such as a 2K texture being applied to a surface that previously had a 32X32 caulk texture using the 32X32 texel scale, instead of the "default texture scale".
TagsNo tags attached.




11.06.2021 10:31

administrator   ~0014080

Can you give me a more elaborate example of how you want it to behave?

I can currently see the following behaviour:
- Drag out a brush, apply textures/common/caulk (128x128 TGA texture)
- Open Surface Inspector, Fit Texture to 1x1
- Click on another texture (using a larger image) in the Texture or Media Browser, it will apply that one to the brush
- The new texture is already fit to the faces, 1x1, like the caulk texture


12.06.2021 01:55

reporter   ~0014081

A new texture selection/application should (in my opinion, and historically default) retain the texel scale of the previously used texture, not the entire texture size. For example, if previously a 256x256 texture is applied to a 64x64 surface, that would be a 4x4 texel scale. Currently, a new texture will retain the size but the not the texel scale, so if a new texure is 1024x1024 and applied to a 64x64 surface, then it would be only partially visible, since the texel scale is still 4x4, instead of 16x16. This seems more intuitive and efficient, even if it's optional and not even the default.


12.06.2021 03:49

administrator   ~0014083

I can imagine that there would be some disagreement about what the default behaviour should be - I can see arguments for both behaviours, so I guess this should be controlled by a setting somewhere.
When you say "apply", what operation are you referring to? As there are many ways to set a shader on an object (and some of the MMB operations are specifically designed to adjust the target object to match up with the original projection).


12.06.2021 04:01

reporter   ~0014085

Here's a GIF to demonstrate, with the original behaviour on the left and (since version 2.5.0?) how it was changed, and not even deprecated:-
The best way to fully understand is to use <2.2.1 side-by-side, or NetRadiant.


12.06.2021 04:39

administrator   ~0014087

Last edited: 14.06.2021 14:58

View 2 revisions

You are interested in what happens when you apply the material through the Texture/Media Browser, I assume?
I'm asking as there are many ways to assign a material to a target, and all of them can work slightly differently.


12.06.2021 05:16

reporter   ~0014090

Perhaps except for when copying and pasting a texture within Radiant, I can't imagine why it wouldn't follow a "texel-scale rule" for everything, and that's why in "Preferences > Primitives > Default Texture Scale" is even an option, I suppose.

Issue History

Date Modified Username Field Change
03.06.2021 05:28 LDAsh New Issue
03.06.2021 05:51 greebo Status new => acknowledged
11.06.2021 10:31 greebo Status acknowledged => feedback
11.06.2021 10:31 greebo Note Added: 0014080
12.06.2021 01:55 LDAsh Note Added: 0014081
12.06.2021 01:55 LDAsh Status feedback => new
12.06.2021 03:49 greebo Note Added: 0014083
12.06.2021 03:49 greebo Status new => feedback
12.06.2021 04:01 LDAsh Note Added: 0014085
12.06.2021 04:01 LDAsh Status feedback => new
12.06.2021 04:39 greebo Note Added: 0014087
12.06.2021 05:16 LDAsh Note Added: 0014090
14.06.2021 14:58 greebo Note Edited: 0014087 View Revisions