dedicated to continuing the development of D-Day: Normandy
3.3.1 Texture Scaling

by Jim Dunlop
We're dealing with a sample ammo crate from the previous two topics, and we want to adjust the textures appropriately because they're not the right size.  In a lot of cases, especially when the brush and texture are both rectangular, you can obtain the appropriate scaling by clicking on the "adjust texture on face" button.  It looks like the "select texture for selected face" button except this one has a little "texture L" graphic on it:

 

 
Eureka!  Now that's a useful command!

 

 
Let's say, however, that we cannot obtain the desired effect by using this miracle command.  For instance, what if we wanted to use only part of a texture, as in making a door out of an entire wall.  Look carefully at this image:

 

 
I really like the rustic-looking door and I've created a brush to place the texture on, but I don't want the rest of the wall present in the texture.  In case you're wondering, the texture is "dday/costore1".  When I loaded the texture onto the brush, it was automatically assigned a scale of 0.4 in both directions, at least on this brush.  I want to scale the texture up (make it bigger) so that the rustic door part of the texture is the only part visible.  Let's click on the face in question (the one facing us) and take a look at our options:

 

 
There are at least two ways to change the texture's scale: 1. Type in a new scale, and 2. Stretch the texture by dragging the ends of the "texture L".  Let's try Option 1.  I'll take a wild guess and say that the texture scale should be changed from 0.4 0.4 (x y) to 1 1:

 

 
The same effect could have been achieved by pressing the "reset 1:1 texture scale button" shown below:

 

 
Not a bad guess, but we can only see the very edge of the door part of the texture.  In the next lesson, we'll learn to move the texture around on the face.  For now, let's try scaling Option 2 by dragging the top of the "L" upwards; it's next to the circled "2" above.  But before we do, let's make sure the grid is set on 1 pixel so we can really fine-tune the operation.  This grid selection button is also handy to keep in mind when moving/sizing brushes and entities, as it determines the value the object will "jump":

 

 
Now let's drag the top end of the "L" upwards so that the door fits vertically...

 

 
and likewise, we'll drag its left end leftwards so it fits horizontally:

 

 
...and we obtain a similar result to that which typing in the scale factors produces.  We had better move along to the next lesson to get this door looking decent.

 
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Previous Topic: 3.3 Selecting a Texture for a Face
Next topic: 3.3.2 Texture Translation (Positioning)

 
Note: I apologize for my non-standard Windows color scheme.