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Custom Texture Scaling Problem


grayman

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While doing some repairs on WS2 last night, I spent a couple hours repairing the horizontal/vertical scaling on a couple custom textures.

 

Models, func_statics, and patches were untouched, but the world brushes had suffered a mysterious 4x or 8x change in their scaling values, causing the textures to become huge. This wasn't just a few brushes, but every brush face that used that texture.

 

I recently switched two aspects of my work:

 

- I changed from DR 1.8.1 to DR 2.0.2

 

- I changed the base darkmod folder from 2.03 to SVN

 

I can't tie this problem directly to either change, because, until last night, I hadn't done any work near the corrupted textures since switching. I can't think of anything else that might have caused this. (DR seems the likely culprit, since it writes the *.map file.)

 

The two textures in question are the red brick on the Builder church and the metal ceiling in the City Watch station. The brick had suffered a multiplier of 8 in the horizontal and 4 in the vertical. The ceiling texture had suffered a 4x change in both scales.

 

Has anyone else seen this problem?

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I found the root of the problem.

 

If you bring up a map in DR that uses a custom texture (defined in your pk4, but not in darkmod), but you have your "Mod base" set to a folder that doesn't include that custom texture, DR paints the "shader not found" texture where your custom texture should be.

 

It ALSO changes the horizontal and vertical scaling at the same time, for all worldspawn brushes that use the texture. In the cases I've seen, it's multiplying the stored values by 4 or 8.

 

This ain't good.

 

If you straighten out the "Mod base" folder, restart DR, and bring your map up again, you'll find that your custom texture is once again visible on your brushes, but the horiz/vert scaling is all shot to hell.

 

This bug bit me because I'm working on WS2/3/4 at the same time, and switching back and forth between them.

 

I'll file a bug report (and be more careful in the future).

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Does it multiply the scaling with a set value, or does it rescale it to a certain scale? (The latter seems more logical so one can read the "shader not found" on the texture)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Does it multiply the scaling with a set value, or does it rescale it to a certain scale? (The latter seems more logical so one can read the "shader not found" on the texture)

 

As I said above, in the instances I've seen, it multiplies the provided scale by 4 or 8.

 

To be specific, I've seen 0.2/0.2 changed to 0.8/0.8, and 0.5/0.5 changed to 4/2. (These are horiz/vert scales.)

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