[Gtkradiant] [Bug 234] New: Auxiliary grid for texture alignment

Timothee Besset gtkradiant@zerowing.idsoftware.com
Sun, 14 Oct 2001 23:01:17 +0200


mebe this should go to the bug directly, I'm not sure mbp2@lehigh.edu is
on this list :-)

TTimo

On Sun, 14 Oct 2001 22:01:35 +0100
"djbob" <dj_bob@ntlworld.com> wrote:

> if the texture ends up upside down, just transpose the matrix twice,
> ctrl-shift-m, then reapply
> 
> -djbob
> 
> ----- Original Message -----
> From: <bugzilla-daemon@zerowing.idsoftware.com>
> To: <gtkradiant@zerowing.idsoftware.com>
> Sent: Sunday, October 14, 2001 8:05 PM
> Subject: [Gtkradiant] [Bug 234] New: Auxiliary grid for texture alignment
> 
> 
> > http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=234
> >
> >            Summary: Auxiliary grid for texture alignment
> >            Product: GtkRadiant
> >            Version: 1.1.1
> >         OS/Version: All
> >             Status: NEW
> >           Severity: enhancement
> >           Priority: P1
> >          Component: editor
> >         AssignedTo: ttimo@idsoftware.com
> >         ReportedBy:  
> >
> >
> > Since the automatic texture alignment for patches doesn't work reliably,
> (it
> > often puts the texture backward or upside-down, or shifted wrong), I find
> myself
> > often manually setting texture coordinates on patches that need to align
> with an
> > adjacent brush.  The biggest difficulty in doing this is determining where
> in
> > "texture space" the patch vertices fall - on a 64 grid, with a 128x128
> texture,
> > does a given grid point correspond to the middle of the texture, an edge,
> or a
> > corner?  There's no way to tell at a glance.
> >
> > It would be useful to have a kind of auxiliary grid that shows how the
> > currently-active texture maps onto the construction grid.  It would scale,
> > rotate, and translate to match the active texture, so the user can easily
> see
> > where the edges are between tilings of the texture.
> >
> > This would also help alleviate the problem of building a corridor up to a
> wall
> > and cutting a hole in the wall for a doorway, only to find that the
> doorway
> > texture doesn't align, and having to go back and change other architecture
> to
> > shift the corridor over by 64 units.
> >
> >
> >
> > ------- You are receiving this mail because: -------
> > Whoops!  I have no idea!
> >
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> 
> 
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