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  1. I have a suggestion for a new TDM console command that, I think, would be a boon to mappers. I think one of the most time-consuming parts of mapping is compiling the entire map in order to check out how a single change you've made looks in-game. The bigger the map is the longer it takes to compile, and the further away you get from efficient WYSIWYG editing (save for running TDM inside DR, of course, which isn't happening). There's two main things you really need to be checking in-game rather than in-editor: one is shadows and the other one is textures. I'm glad to say that shadows are no longer a problem with Shadow Map implementation. Before you had to recompile the entire map for the stencils to update, but now a simple map reload will give you updated shadows, it's fantastic. Texture changes, however, are still a problem. Even a single texture replacement requires a full recompile. r_materialOverride is a good, if limited, command that replaces all the materials in-game to a set value that you can get by copying a shader name in DR. I use it early on in the mapping process to save time laboriously trying one texture after another and recompiling. I need to know how a texture looks like, scaled and repeated, on a facade or whatever else have you, its density, its normalmap under lighting, if it's too bright or dark versus the ambient, if the color flows well into the other textures. ...Except not really, because r_materialOverride replaces all textures in-game, of course. As such I sort of have to remember how the level looked and try to focus only on the material I am trying to change. I propose a new console command that would be something like r_surfaceOverride. It would combine the usage and syntax of r_materialOverride (eg "r_surfaceOverride "textures/common/example") with the ability of another console command, reloadSurface, to target a single surface under the player's crosshairs. The way it'd work is it would only replace a single material, the one you're looking at currently, with your DR-copy-pasted shader name, and if you looked at another surface and ran the command again, the former surface will go back to normal and the current one will get overridden. If any developers want to chime in and opine on the technical feasibility of this proposal that would be great. If you, as a mapper, agree with me that a command like this would be useful, feel free do discuss it here. If permitted, I'll elevate it to a feature proposal on Mantis. And, of course, if something like this already exists, do let me know.
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