Texturing in DarkRadiant: Difference between revisions

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== Copy Texture ==
== Copy Texture ==
This command is available via the MMB (click into the cam view) or the Menu > Edit > Copy Shader. When using the MMB to select a texture, the shader of the clicked object is loaded into the ShaderClipboard. Once you picked your texture the name of the texture appears in the status bar and it's highlighted in the Media and the Texture Browser.
This command is available via the MMB (click into the cam view) or the Menu > Edit > Copy Shader. When using the MMB to select a texture, the shader of the clicked object is loaded into the ShaderClipboard. Once you picked your texture the name of the texture appears in the status bar and it's highlighted in the Media and the Texture Browser.
== Paste Texture Coordinates ==
This command works only from Patches to Patches and is available via the '''Alt-MMB'''. The source and target patches must have the same matrix dimensions (e.g. you can only paste the coordinates from 5x3 patches to another 5x3 patch). The shape of the target patch stays untouched, it's just the shader coordinates (U/V) that get cloned. See this example:
[http://img133.imageshack.us/img133/9681/texturecoordcopy1zb5.jpg http://img133.imageshack.us/img133/9681/texturecoordcopy1zb5.th.jpg] [http://img244.imageshack.us/img244/3245/texturecoordcopy2zp5.jpg http://img244.imageshack.us/img244/3245/texturecoordcopy2zp5.th.jpg]
The left image shows two patches with equal dimensions (3x3). The left patch is considered the source patch - after clicking it with MMB the ShaderClipboard memorises this patch. After clicking the right patch (the target) using '''Alt-MMB''', the U/V coordinates get cloned from the left to the right. I've used an 2x2 texture tiling layout to illustrate the workings. As stated above, the shader itself stays untouched, it's just the "internal" coordinates of the target patch that get altered.
Another example:
[http://img244.imageshack.us/img244/520/texturecoordcopy3an4.jpg http://img244.imageshack.us/img244/520/texturecoordcopy3an4.th.jpg] [http://img172.imageshack.us/img172/6591/texturecoordcopy4fz8.jpg http://img172.imageshack.us/img172/6591/texturecoordcopy4fz8.th.jpg]


[[Category:DarkRadiant]]
[[Category:DarkRadiant]]
[[Category:Editing]]
[[Category:Editing]]

Revision as of 08:23, 30 March 2007

In DarkRadiant there are quite some texturing tools available. In order to yield the best results, it's of course useful to know how these tools work, which is what this document is trying to cover.

Brushes vs. Patches

There are some texturing commands that work differently for brushes and patches, because of the way these primitives store their texture information. So beware that using the same command on a brush doesn't always yield the same result when used on patches, although DarkRadiant tries to do its best. Read here to gain some insight about how patches and brushes are technically textured.

Natural

Natural for one works differently for patches as for brushes. Basically it tries to apply an undistorted texture with the default scale on the target. This is of course more easily accomplished for brushes (because their textures are always undistorted) than for patches.

Texture Copy & Paste

These are the most powerful texturing tools in DarkRadiant. There are several of them available, all can be accessed via the Middle Mouse Button (MMB):

Please follow the links for a short introduction of these copy & paste operations.

Copy Texture

This command is available via the MMB (click into the cam view) or the Menu > Edit > Copy Shader. When using the MMB to select a texture, the shader of the clicked object is loaded into the ShaderClipboard. Once you picked your texture the name of the texture appears in the status bar and it's highlighted in the Media and the Texture Browser.