docs: cross-check office UV conventions against goldsrc-mapping
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@@ -45,6 +45,16 @@ boxes and placement remain untouched.
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- Floor keeps its existing texture/projection. Furniture, lighting and gameplay
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- Floor keeps its existing texture/projection. Furniture, lighting and gameplay
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are unchanged. The old wall/ceiling PNGs are retained but no longer used here.
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are unchanged. The old wall/ceiling PNGs are retained but no longer used here.
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## Cross-check with the GoldSrc mapping project
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The shared memory already recorded, for the same FIFTIES family in the `goldsrc-mapping`
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project on x280, two conventions: a room's wall height should coincide with the wall
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texture height so there is exactly one repetition without cuts, and textures carrying a
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baseboard band must be kept upright with the texture base at the floor. The choice above
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(one vertical repetition, inverted V so the wood sits at the floor, 32 px/m on both axes)
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applies the same rule independently. That project is not a source of instructions here;
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it corroborates the numbers already derived from the texture dimensions.
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## Verification
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## Verification
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`tools/test_office_uv.gd`: seventeen explicit-UV surfaces, no triplanar on office
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`tools/test_office_uv.gd`: seventeen explicit-UV surfaces, no triplanar on office
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