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Add documentation section on the Surface Inspector
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Matthew Mott committed Nov 13, 2018
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52 changes: 51 additions & 1 deletion doc/manual.adoc
Expand Up @@ -682,6 +682,56 @@ selected object by *Left clicking* on them. By *Right clicking* on a texture you
can access a context menu with a single command *Seek in Media browser*, which
will highlight the clicked texture in the *Media* tab.

==== Using the Surface Inspector

Once a texture is applied via the Media or Textures tabs, you will most likely
wish to adjust the alignment and scale of the texture on the brush or patch
face. DarkRadiant provides the *Surface Inspector* for this purpose, which can
be toggled with the *S* key or by choosing the option in the *View* menu.

image::SurfaceInspector.png[align="center"]

The Surface Inspector can be used to adjust textures on a single brush or patch
face, or several selected faces/brushes/patches at once. If more than one face
is selected and these faces have different values for text boxes in the dialog,
the text box will be greyed out, however it is still possible to use the buttons
to make changes which will be applied uniformly to all selected faces.

[cols="1h,3"]
|===
|Shader|This shows the full name of the texture applied to the selected
face(s). You can use the folder button to bring up a new dialog which allows you
to choose a new texture.
|Horiz/Vert Shift|These text boxes show the current texture shift (translation)
on the horizontal and vertical axes. The associated arrow buttons will increase
or decrease the texture shift by the current *Step* value.
|Horiz/Vert Scale|These show the current texture scale in the horizontal and
vertical directions. The arrow buttons will increase or decrease the scale by
the current *Step* value.
|Rotation|Shows the current texture rotation, in degrees. The arrow buttons will
rotate the texture clockwise or anticlockwise by the current *Step* value.
|Fit Texture|These controls allow you to fit an exact number of copies of the
texture across the face, so that the texture edges correspond to the face edges.
The numeric spin boxes control how many copies of the texture are tiled, and the
operation is performed by clicking the *Fit* button.
|Align Texture|These buttons shift the texture so that the Top/Bottom/Left/Right
edge of the face are aligned with a texture boundary, but otherwise do not
modify the scaling of the texture (unlike the *Fit* operation).
|Flip Texture|Flips (mirrors) the texture along the horizontal or vertical axis.
|Natural|This button resets the texture to a default alignment and scale, based
the location and size of the face.
|Texture Lock|If this is enabled, the alignment of the texture will be preserved
relative to the face if the brush or patch is moved in 3D space. If disabled,
the texture itself will remain fixed in 3D space as the brush or patch moves,
resulting in the alignment changing.

Typically, if you have *Fit* a particular number of texture tiles across a face,
you will want to preserve alignment with *Texture Lock*. Conversely, if the
texture is applied to a much larger group of brushes with a common texture (that
needs to align across all of the brushes, regardless of how they are moved or
resized), you will want to disable *Texture Lock*.
|===

=== Working with entities

If brushes are the bricks and mortar of a map (often literally), entities are
Expand Down Expand Up @@ -969,7 +1019,7 @@ the leak.

After the map compilation has failed with a leak, return to DarkRadiant and
choose *Pointfile* from the *File* menu. This will automatically load the point
file associated with the current mape, which contains a series of points
file associated with the current map, which contains a series of points
identifying the path to the leak. This path will be rendered as a bright red
line in both the 2D and 3D views:

Expand Down
91 changes: 89 additions & 2 deletions doc/manual.html
Expand Up @@ -467,6 +467,7 @@ <h1>DarkRadiant User Guide</h1>
<ul class="sectlevel3">
<li><a href="#MediaTab">The Media tab</a></li>
<li><a href="#_the_textures_tab">The Textures tab</a></li>
<li><a href="#_using_the_surface_inspector">Using the Surface Inspector</a></li>
</ul>
</li>
<li><a href="#_working_with_entities">Working with entities</a>
Expand Down Expand Up @@ -1592,6 +1593,92 @@ <h4 id="_the_textures_tab">The Textures tab</h4>
will highlight the clicked texture in the <strong>Media</strong> tab.</p>
</div>
</div>
<div class="sect3">
<h4 id="_using_the_surface_inspector">Using the Surface Inspector</h4>
<div class="paragraph">
<p>Once a texture is applied via the Media or Textures tabs, you will most likely
wish to adjust the alignment and scale of the texture on the brush or patch
face. DarkRadiant provides the <strong>Surface Inspector</strong> for this purpose, which can
be toggled with the <strong>S</strong> key or by choosing the option in the <strong>View</strong> menu.</p>
</div>
<div class="imageblock" style="text-align: center">
<div class="content">
<img src="img/SurfaceInspector.png" alt="SurfaceInspector">
</div>
</div>
<div class="paragraph">
<p>The Surface Inspector can be used to adjust textures on a single brush or patch
face, or several selected faces/brushes/patches at once. If more than one face
is selected and these faces have different values for text boxes in the dialog,
the text box will be greyed out, however it is still possible to use the buttons
to make changes which will be applied uniformly to all selected faces.</p>
</div>
<table class="tableblock frame-all grid-all spread">
<colgroup>
<col style="width: 25%;">
<col style="width: 75%;">
</colgroup>
<tbody>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Shader</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">This shows the full name of the texture applied to the selected
face(s). You can use the folder button to bring up a new dialog which allows you
to choose a new texture.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Horiz/Vert Shift</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">These text boxes show the current texture shift (translation)
on the horizontal and vertical axes. The associated arrow buttons will increase
or decrease the texture shift by the current <strong>Step</strong> value.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Horiz/Vert Scale</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">These show the current texture scale in the horizontal and
vertical directions. The arrow buttons will increase or decrease the scale by
the current <strong>Step</strong> value.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Rotation</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Shows the current texture rotation, in degrees. The arrow buttons will
rotate the texture clockwise or anticlockwise by the current <strong>Step</strong> value.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Fit Texture</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">These controls allow you to fit an exact number of copies of the
texture across the face, so that the texture edges correspond to the face edges.
The numeric spin boxes control how many copies of the texture are tiled, and the
operation is performed by clicking the <strong>Fit</strong> button.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Align Texture</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">These buttons shift the texture so that the Top/Bottom/Left/Right
edge of the face are aligned with a texture boundary, but otherwise do not
modify the scaling of the texture (unlike the <strong>Fit</strong> operation).</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Flip Texture</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">Flips (mirrors) the texture along the horizontal or vertical axis.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Natural</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">This button resets the texture to a default alignment and scale, based
the location and size of the face.</p></td>
</tr>
<tr>
<th class="tableblock halign-left valign-top"><p class="tableblock">Texture Lock</p></th>
<td class="tableblock halign-left valign-top"><p class="tableblock">If this is enabled, the alignment of the texture will be preserved
relative to the face if the brush or patch is moved in 3D space. If disabled,
the texture itself will remain fixed in 3D space as the brush or patch moves,
resulting in the alignment changing.
</p><p class="tableblock">Typically, if you have <strong>Fit</strong> a particular number of texture tiles across a face,
you will want to preserve alignment with <strong>Texture Lock</strong>. Conversely, if the
texture is applied to a much larger group of brushes with a common texture (that
needs to align across all of the brushes, regardless of how they are moved or
resized), you will want to disable <strong>Texture Lock</strong>.</p></td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="sect2">
<h3 id="_working_with_entities">Working with entities</h3>
Expand Down Expand Up @@ -2056,7 +2143,7 @@ <h4 id="_locating_leaks_with_a_pointfile">Locating leaks with a pointfile</h4>
<div class="paragraph">
<p>After the map compilation has failed with a leak, return to DarkRadiant and
choose <strong>Pointfile</strong> from the <strong>File</strong> menu. This will automatically load the point
file associated with the current mape, which contains a series of points
file associated with the current map, which contains a series of points
identifying the path to the leak. This path will be rendered as a bright red
line in both the 2D and 3D views:</p>
</div>
Expand All @@ -2077,7 +2164,7 @@ <h4 id="_locating_leaks_with_a_pointfile">Locating leaks with a pointfile</h4>
</div>
<div id="footer">
<div id="footer-text">
Last updated 2018-10-31 21:13:21 GMT
Last updated 2018-11-06 21:06:41 GMT
</div>
</div>
</body>
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