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Alt-applying textures from angled faces causes crooked textures on target face #1995
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Since it was suggested that I upload the map you see up there, here's an autosave. |
@ericwa is that an easy fix? |
I think it's an easy fix, but I'm not sure exactly what to do. The alt+click code (
Aside: For reference here is a test case with the left light fixture using world alignment and the right one using face alignment: |
I went with solution 2, as it feels more correct and will work correctly on rotated brushwork. However, the caveat is that the plane of the texture axes matters. Alt-click will only give the "desired" result on this light fixture if the source face is world aligned, i.e. the texture axes lie on an axial plane and not the face plane. The provided map file has world-aligned texturing since it was converted from vanilla texturing to valve 220, so alt+click gives the desired result with my PR. I think we'll need a "reset to world/paraxial" button, and ideally some kind of visualization like JACK has. I'll open a separate issue for that. |
If you have an angled face and you apply its texture to another angled face, for whatever reason, the texture will appear angled on the second face, despite not having an angle value. It's a bit hard to explain, so here's a visual.
I think this only happens on faces angled vertically. If you apply it to a horizontally-angled face, it'll appear fine. The easiest way to recreate it is by making the light posts from E1M1 and applying one side's texture to another side.
I'm using the Valve220 format for what it matters; in J.A.C.K., it reports the original face as being a world normal and the weird crooked face as a face normal.
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