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Fit to multiple / "camera map"


LDAsh

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DarkRadiant seems to be the only *Radiant in development anymore, so forgive me if I sound obnoxious coming out of nowhere with my list of demands.

 

A really nifty feature would be to allow texture fitting to multiple brushes/surfaces, OR implement some kind of camera map feature where a texture can be mapped onto a surface using the orientation of a camera or viewport.

 

The reason for this is easy to explain without images. Imagine a cube brush and a crate texture, with the texture easy to fit onto 1 square brush surface, but you don't want a perfectly 90' edged 12-triangle box because you're not making Quake II maps anymore. It's easy to create (up to) 6 extra brushes and bevel these around the six sides of the cube, giving each side an extra 8 triangles for smooth edges.

 

However, now you can't simply fit the 1 crate texture to the "side" of the brush anymore, because it's made up of 5 surfaces instead of 1. Trying to fit the texture means 1 proper fit on the big side quad, but 4 squashed textures around the trim, because it's trying to fit all surfaces individually.

 

Having a way to either "fit to multiple surfaces", or project the UVs from a fixed view, in my opinion would be a tremendous feature to add.

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Yes, that would be useful. Even without the bevels and with tiling textures it would be handy to have a 'fit around' for instance an ordinary wood tabletop is awkward to align all the way around. After you wrap around and align three surfaces at default scale the fourth won't align. And that doesn't include the other two sides. I guess there one answer is to calculate the exact texture scale that would fit around exactly divisible by one texture tile with no remainder. Be nice if that were automated.

 

But more complex multi-brush entities - I can't even get my head around how that can be done automatically because there are endless possible shapes. I can imagine the bevelled crate with each side tile overlapping its bevels but more complex shapes I dunno. Has anyone done anything like that in other engines/editors?

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