What is it?
(yes, I realize that you can strech a texture etc),
but still, just to put things into perspective and feel the measurements …
?
(I mean, how many grid units in 256 pixels (a tex length for example)
Thx!
What is it?
(yes, I realize that you can strech a texture etc),
but still, just to put things into perspective and feel the measurements …
?
(I mean, how many grid units in 256 pixels (a tex length for example)
Thx!
Gore, plz, use the search button before you post. There are several threads about this:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7144&highlight=grid+size
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8334&highlight=player+size
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=5311&highlight=player+size
There s one more with good discussion about the dimensions I remember about but I can’t find it right now.
To find useful threads always try searching with 2 words. And in case you get a lot of threads… well, scan through them, read some… maybe u find something else you didn’t search for… yet 
edit: uups didnt read your post properly. anyway its 2 pixels 1 unit (so 256 jpeg fitting 128 unit brush), and just for info I never use stretch, makes the textures look ugly imo
The 2 pixels = 1 grid unit system works pretty fine, but is it possible to somehow scale down a texture? In order to avoid extensive blanking out when you approach it in-game … ? So that it would look fine and detailed from, say, 7 in-game feet and not 15-20? (they are so awesome when browsed in windows …
)
(shit, can’t find a way tp delete this separate posting i made accidentally)
thx
In order to scale down textures you got 2 ways of doing so:
a) scale down the texture-file: reduce the pic-size in the grafics program (e.g. from 512x512 to 256x256)
b) in Radiant hit S for the surface-inspector
if you want to use a tex often in a map I recommend you scale it down in the grafics programm, otherwise you ll need to apply the surface-inspector every time u use the texture
And another thing about posting in the forum: when you search for topics and find a thread that deals about what u need info on but doesnt exactly solve your prob. don’t start a thread but post in that very topic. Its really important to keep the info in few topics to find it easily.
Well, let me repfrase that …
What I wanna do is somehow get it 4 pixels = 1 grid unit (to have a texture look more sharp).
Sorry for flooding, just forgot about that last post of mine. Btw, if you delete your answer there - then I’ll be able to kill that thread. Thx.
I answered exactly to your question: use the surface-inspector and play around with it.
And then I think you should search the forum for the keywords “custom AND textures” because there already has been written a lot of stuff about this.
edit: and if possible plz try to edit your posts instead of doing a new post for every new question… it sucks when you have to read lots of posts with only 1 sentence in it
McNite, is there an explanation as to why scaling down textures does not work on brushes, but perfectly works on patches?
Check out this 64x64 units cube behind - it would not scale down this texture. And the patch mesh on front - is allows for infinite scaling down.
http://hallelujah.wolfenstein.ru/rtcw/screens/hmm.jpg
Also, (although I seem to have found an awkward workaround) I still do not get why this kind of thing always happens:
http://hallelujah.wolfenstein.ru/rtcw/screens/arghh.jpg
thx.
No idea what you do, scaling down with surface inspector has worked perfect for me whenever. I never work with patches so no idea in that respect.
There are different surface inspectors for patches and brushes, are you using the right one for the brushes?
hallelujah… i think you try scaling down the texture by using the “v scale” and “h scale” parameters?
those will only allow you to stretch and mirror the texture… for downscaling you’ll need to use the
‘fit’ section. enter the values on how many repeats per axis you want the tex to have and press “fit”,
then “done”.
Ahh … finally it works. Thx a lot, guys! 
That’s what I was trying to do:
http://hallelujah.wolfenstein.ru/rtcw/screens/texfit.jpg
Aren’t those boxes neat and clean? 
Just to summarize: this problem could ve been solved with 1 question and 1 answer. Plz try to describe your problem exactly in detail next time. (eg: Question: How can I make textures look right on my box? Cuz they look… (description)). Hope you learn from this. You ll get faster and better answers when doing so. And now: Have fun mapping! 
guess it’s working now, hallelujah 
on a side note i’d recommend not to scale textures tooo strong… doesnt matter whether up or down.
the standard 1:2 ratio works all over the level… now when having a super-sharp (downscaled) texture
next to a normal (1:2 ratio) and in the next room you have a super-blurry (stretched) texture… well
that makes those textures not fit each other…
that doesn’t mean you shouldn’t scale at all, but be careful 
gl & hf