KatsBits Community

Texture 'normalisation' on Patch Meshes

kat · 1 · 8237

0 Members and 1 Guest are viewing this topic.

Offline kat

  • Administrator
  • Hero Member
  • *
    • Posts: 2721
    • KatsBits
Manipulating textures on patch meshes has always been a little tricky with the Quake 3 engine, so the fact that meshes now have a few more options for Doom 3 engine editing just adds an extra few things to be aware of whilst working.
'Normalise' has been moved, this is a command that fits a texture to a mesh without distortion. In Quake 3 it was;

Code: [Select]
Ctrl+Shift+N
This has changed for Quake 4 editing and is now;

Code: [Select]
Ctrl+Shift+P
If you use the above with either the Surface Inspector (keyboard 'S') or the Patch Properties (keyboard 'Shift+S') panels you should find that making sure the texture appears correctly on the mesh isn't too much of a problem.


Surface Inspector and Patch Properties panels

How to use
It's best to ungroup the bevel if you've added end caps to it so right click on the grid and select 'ungroup entity' from the top of the popup list, deselect everything once this is done. Select one of the mesh objects that needs fixing, apply a texture from the media browser and then press Crtl+Shift+P to toggle through each of the normalised appearances (with Ctrl+Shift held down, press and release 'P' to toggle to the next setting) until you get the desired results (usually 3x).

Once this has been done the texture can then be resized and manipulated to it appears the right size and in the right location on the mesh by using one of the 'Inspector' panels; "Vertical/Horizontal stretch" on the Patch Properties panel increases or decreases the size of the texture, "Horizontal/Vertical shift" moves textures up/down, left/right.

For the Surface Inspector, "Scale horizontally/vertically" manipulates the textures size and "Shift horizontally/vertically" moves the texture. When scaling a texture using the surface inspector the values work in relation to the number of times a texture tiles over a surface so 1:1 texture size has a texture tiled once relative to the default texture density (2:1 ratio), so if a 'smaller' texture scale is wanted those numbers are changed to "2:2", "5:5" etc. which increases the texture tiling and therefore 'shrinks' the image relative to the original size.

To make a texture appear 'larger' you use lower numbers; "0.7:0.7", "0.2:0.2", which in effect 'zooms' into an image decreasing the texture tiling density; 0.7:0.7 for instance means the image is now being tiled .7 times across a surface relative to the default texture size (the 2:1 ratio).