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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005633||DarkRadiant||Map Editing||public||03.06.2021 05:28||14.06.2021 14:58|
|Summary||0005633: Apply textures to surfaces using "normalized" scaling.|
|Description||DarkRadiant 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".|
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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
|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.|
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).
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.
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.
|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.|
|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|