View Issue Details

IDProjectCategoryView StatusLast Update
0006017DarkRadiantShader Systempublic25.08.2022 03:36
ReporterFrost_Salamander Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status closedResolutionno change required 
PlatformPCOSWindowsOS Version10
Product Version3.0.0 
Fixed in Version3.0.0 
Summary0006017: If possible, show material shader used when selecting func_static patches
DescriptionIf you have a patch that you've converted to a func_static, I can't find a way to show what material has been applied to it.

When you select it, nothing shows up in the surface inspector. If you click the 'Choose shader...' dialogue next to the empty 'Shader' dialogue box, the currently applied material isn't auto-selected for you.

If you press cancel because you don't want to try and search for the material, a 'shader not found' material gets applied that you then can't get rid of by pressing 'undo', so you have to then search for the material you used (if you can remember it) and re-apply it.

Put simply, ideally this would function the same way as if you select the a worldspawn patch (func_static brushes support this as well). Doing that, the material will show up in the Shader box in the surface inspector so you can easily tell what it is, and change it if needed.
Steps To Reproduce1. Create a patch, texture it with something and convert to a func_static.
2. With the patch deselected, select it and open the surface inspector.
3. Note that the 'Shader' field is empty.
4. Click the 'Choose shader using the shader selection dialogue' button.
5. The dialogue opens, but the currently applied material is not auto-selected. At this point I usually just want to click 'cancel' and use the media browser instead because I prefer it.
6. click 'cancel. A 'shader not found' material will now get applied to the patch.
6. Press undo - nothing happens. You are now stuck with no material on your patch.
TagsNo tags attached.

Activities

Obsttorte

Obsttorte

17.07.2022 18:56

developer   ~0015043

Control+Shift+right Mouse Button let's you pick shaders from surfaces.
Frost_Salamander

Frost_Salamander

18.07.2022 12:09

reporter   ~0015064

On my install, I use Control+Shift+left mouse button to do that - is that the same thing? That works for worldspawn and func_static brushes, but doesn't for patches.

Control+Shift+right mouse button does nothing for me. What command should that be mapped to?
greebo

greebo

19.08.2022 05:37

administrator   ~0015181

By default, we're talking about the Pick Shader command, in the Edit > Mouse Bindings... dialog. It should pick the texture when you click it in the camera view.
grafik.png (32,659 bytes)   
grafik.png (32,659 bytes)   
Frost_Salamander

Frost_Salamander

24.08.2022 17:05

reporter   ~0015207

Yeah that works - I see that if I do that, the material gets selected in the media browser. Can close.

Issue History

Date Modified Username Field Change
17.07.2022 12:03 Frost_Salamander New Issue
17.07.2022 12:05 Frost_Salamander Steps to Reproduce Updated
17.07.2022 13:22 Frost_Salamander Description Updated
17.07.2022 18:56 Obsttorte Note Added: 0015043
18.07.2022 12:09 Frost_Salamander Note Added: 0015064
19.08.2022 05:37 greebo Note Added: 0015181
19.08.2022 05:37 greebo File Added: grafik.png
19.08.2022 05:37 greebo Status new => feedback
24.08.2022 17:05 Frost_Salamander Note Added: 0015207
24.08.2022 17:05 Frost_Salamander Status feedback => new
25.08.2022 03:36 greebo Status new => closed
25.08.2022 03:36 greebo Resolution open => no change required
25.08.2022 03:36 greebo Fixed in Version => 3.0.0