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by klodolph
1830 days ago
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As someone who’s used Quake level editors… no, it’s not more convenient. You can align textures to each other but not to the geometry, not easily. One of the most annoying things to do in old Quake level editors is to try and take a standard "crate" and rotate it by some amount. It's just a cube with square textures, and yet it's a pain. The texture coordinates are not converted to U/V pairs. You may be thinking of one of other Quake-derived engines like GLQuake. |
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You are supposed to stick to the grid, the crate texture is sized so that it fits perfectly on the grid. If you go off the grid things become a bit harder, but this is why pretty much everything on Quake is axis aligned :-P.
It is ridiculously simple to make stuff actually.
About rotation, most editors that people used even in the 90s had support for texture locking for both translation and rotation. id's original editor was very primitive though, but later editors like Worldcraft and Radiant had those features.
WRT. texture coordinates, they are converted to U/V (or actually S/T) pairs, but it happens quite late during the edge span rasterization. You can see the inner rasterizer loop here[1] where it draws an edge span and performs a linear interpolation of the S/T values calculated at [2] above and [3] (during the surface draw setup).
Having said that i think what you described is closer to what Ken Silverman was working on at the time as a successor to the Build engine (at least based on my understanding from what he wrote years ago).
[0] https://i.imgur.com/5xWOw3K.jpg
[1] https://github.com/id-Software/Quake/blob/master/WinQuake/d_...
[2] https://github.com/id-Software/Quake/blob/master/WinQuake/d_...
[3] https://github.com/id-Software/Quake/blob/master/WinQuake/d_...