Using the Texture Widget

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Using the Texture Widget

This document assumes you have an understanding of UnrealEd's original Surface Properties dialog; if not, please read here:

http://udn.epicgames.com/Two/UnrealEdInterface#Surface_Properties


TexAlign Fig1.gif Changing Texture Scale

The groupbox labeled "Scale" contains two editboxes, which can be used to enter in the horizontal and vertical scale of the texture. Both editboxes have spin buttons next to them that can be used to change these scales incrementally.

Clicking either of the buttons to the left of the scale editboxes (the ones labeled "X:" and "Y:") will flip the texture's horizontal or vertical axis. Please note that if you flip a texture axis, the dialog will give no visual indication that this has occurred (unlike Gearcraft, where the scale shows up as a negative number).

Changing Texture Shift

Texture shift is a new concept for UnrealEd. Shift represents a texture's offset from the world origin; you can stitch two surfaces' textures together seamlessy merely by specifying the same shift values for both surfaces (as long as the surfaces are coplanar and adjacent, and as long as the texture is the same for both surfaces).

Shift can be reset to the world origin (0,0) by pressing the "Align to World" button. Shift can be adjusted in the horizontal and vertical direction by entering values into the Shift editboxes, or by clicking their associated spin buttons.

Please note that the terms "horizontal" and "vertical" are relative to the texture's current rotation on the surface.

Changing Texture Rotation

Textures can be rotated on the texture by entering in degree values (-360 to 360) in the Rotation editbox, or by clicking the associated spin buttons.

Changing Lightmap Scale

A surface's lightmap scale can be adjusted by entering a value directly in the Lightmap Scale editbox, or by clicking the associated spin buttons to increment/decrement the value.

Texture Pan / Rotate Mode Buttons

For your convenience, Texture Pan and Texture Rotate Mode buttons are located in the middle of the dialog. These work identically to their counterparts in UnrealEd's main left navigation bar.

Reset Properties: The Panic Button

Clicking the Reset Properties button, located on the upper left side of the dialog, will remap a texture to the polygon (using face mapping), reset its scale to 1.0, reset its shift to the world origin, and reset its rotation to 0 degrees.

This button is useful if you've accidentally planar mapped a texture or otherwise altered a surface such that it becomes difficult to undo your changes.

The Surface Flags

The bank of Surface Flags check boxes, located in the upper right, function identically to those in UnrealEd's original Surface Properties dialog. They have been placed in this dialog primarily for convenience (no more switching tabs!).

The Package/Group/Material Comboboxes

The three Package/Group/Material comboboxes in the lower left of the dialog can be used to select and apply a texture without going through the Texture Browser.

Select the appropriate package from the Package combobox first, then the group from the Group combobox, and finally, the material (texture) desired from the Material combobox. Once you've selected a texture you can apply it to selected surfaces by clicking the "Apply" button below the Material combobox.

In the future, the empty space below the Material combobox will contain a visual indicator of the texture selected.

Hide Mask

Clicking the Hide Mask button causes the light blue selection mask to disappear temporarily (selected items are still selected, though). Moving the camera or selecting another item with the mouse will cause the mask to be displayed again.

The Browse and Replace Buttons

The buttons labeled "Browse" and "Replace" in the lower left of the dialog are shortcut buttons. Clicking Browse brings up the Texture Browser, and clicking Replace brings up the Replace Texture dialog box.

Justifying and Fitting Textures

In the group box labeled "Justify" (in the lower center of the dialog) you'll find eight buttons that can be used to align a texture to the bounds of the surface it's mapped to. Following is a description of each button, proceeding from left to right, top to bottom:

   Fit Horizontal and Vertical : Stretches or compresses the texture to match the dimensions of the surface it's mapped to.
   Justify Up : Pans the texture so that its top edge is flush with the top edge of the surface.
   Justify Left : Pans the texture so that its left edge is flush with the left edge of the surface.
   Center Texture : Pans the texture so that it is centered on the surface.
   Justify Right : Pans the texture so that its right edge is flush with the right edge of the surface.
   Fit Horizontal : Stretches or compresses the texture to match the horizontal dimensions of the surface it's mapped to.
   Justify Down : Pans the texture so that its bottom edge is flush with the bottom edge of the surface.
   Fit Vertical : Stretches or compresses the texture to match the vertical dimensions of the surface it's mapped to. 

Lift / Apply Options

The controls in the Lift / Apply Options group box are used to copy a surface's properties to another surface.

A surface's properties are copied by using ALT-Right Click and ALT-Left Click. ALT-Right Click "lifts" a surface's properties (storing them in a "clipboard" if you will). ALT-Left Click transfers the lifted properties to another surface.

What actually gets transferred when you ALT-Left Click depends on what you've selected in the Lift / Apply Options. Six checkboxes let you transfer all, some, or none of the following surface properties:

   Material : the texture itself from the source surface.
   Lightmap Scale : The source surface's lightmap scale.
   Flags : The surface flags from the Surface Flags group box detailed above.
   Scale : The scale (both horizontal and vertical) of the source surface.
   Alignment : The alignment of the texture within the source surface. In other words, the destination surface will have the same alignment relative to its upper left corner as the source texture had to its own upper left corner.
   Rotation : The texture rotation value from the source surface. 

Note: Checking the Rotation check box does nothing at this time. This functionality will be added in soon...

Lift / Apply Options, Part 2: Planar Mapping

Checking the 'Map Using Source's Plane' option allows you to planar map a texture across several surfaces. Unlike UnrealEd's original planar mapping tool, which only allowed you to map to the world-XZ, XY, or YZ planes, this option allows you to map to the plane of the surface you lifted your last texture from. This feature is helpful for making irregular, organic surfaces such as rocky outcroppings.

If you have 'Map Using Source's Plane' checked, clicking ALT-Left Click to transfer a texture will also map the texture using the source surface's plane.

In most cases, you should leave the 'Alignment' option unchecked when using planar mapping, so that the destination surfaces will align seamlessly with their neighbors.