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thanks
With a scale of 0.25 there will be 4 texture pixels per hammer unit (1 / 0.25 = 4).
With a scale of 0.0625 there will be 16 texture pixels per hammer unit (1 / 0.0625 = 16)
With a scale of 1 there will be 1 texture pixel per hammer unit (1 / 1 = 1)
and so on
Depending on the resolution of the texture you might need to play around with the texture scale to get it to fit properly. Valve scale all of their textures to completely fit a 128x128 block.
Valve also mostly uses 512x512 texture resolutions, therefore the texture scale they use to fit this to the wall is 0.25 (512 * 0.25 = 128).
Doing this with a higher resolution texture (e.g 1024x1024) would result in the texture fitting to a 256x256 wall instead when using the default texture scale. Turning this down from 0.25 to 0.125 would allow this to fit a 128 unit wall.
Ultimately this is just a guideline and it doesn't really matter what texture scale you go for as long as you check that it looks realistic and works, just beware that using too low of a texture scale on a normal sized wall will make seamless tiling of textures very noticeable, and using too high of a texture scale will result in the texture becoming pixelated.
with a scale of 0.25 there are 4 pixels texture into 1 hammer unit.
it's the standard
thanks guys