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Decals

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Blackstar1000

Posts: 52

Joined: Mon Sep 13, 2010 5:16 pm

Post Fri Jan 06, 2012 9:27 pm

Decals

Hey guys, I used to be a Half-Life2 mapper which is the reason I use worldcraft as my preferred program.

Worldcraft obviously doesn't have a function to place decals as Hammer does. I currently use Darkplaces, is there anyway to add some sort of decal functionality? This is to essentially place and rotate translucent textures over the textures
that exist on a brush. So as to detail my maps better.
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Blackstar1000

Posts: 52

Joined: Mon Sep 13, 2010 5:16 pm

Post Sun Jan 08, 2012 10:11 pm

Re: Decals

Okay, so maybe I'm asking incorrectly... The decal button exists in worldcraft. I have patched mine with the quake patcher for worldcraft.

Is there anyway to add decals to the repository inside worldcraft to make my own custom decals placeable? Is there anyway make this functional in worldcraft for use in the Darkplaces engine?
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ceriux

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Posts: 1852

Joined: Sat Sep 06, 2008 3:30 pm

Location: Florida, USA

Post Sun Jan 08, 2012 10:15 pm

Re: Decals

there isnt really. since your using darkplaces though, you could just put a brush over the one your trying to decal and have a tga with transparency to simulate it?
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Blackstar1000

Posts: 52

Joined: Mon Sep 13, 2010 5:16 pm

Post Tue Jan 10, 2012 12:25 am

Re: Decals

Yes, this is the same thing I have been doing actually. The only problem is that even when using some tricks the renderer will sometimes not render brushes that are obstructed by even a transparent brush... So a picket fence will block the renderer from rendering what is behind it.

Can I tie the brush to some kind of entity that would allow the rendering to take place even if the decal (on another brush) is obstructing it?
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frag.machine

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Posts: 1468

Joined: Sat Nov 25, 2006 1:49 pm

Post Tue Jan 10, 2012 12:34 am

Re: Decals

Blackstar1000 wrote:Yes, this is the same thing I have been doing actually. The only problem is that even when using some tricks the renderer will sometimes not render brushes that are obstructed by even a transparent brush... So a picket fence will block the renderer from rendering what is behind it.

Can I tie the brush to some kind of entity that would allow the rendering to take place even if the decal (on another brush) is obstructing it?



If you're targeting DP or any engine supporting alpha blended entities, use a func_wall to place your transparent brush. Then, set an "alpha" attribute to this entity with the desired value. You can simulate glass this way, and anything behind stills rendered. But remember, every func_wall occupies an entity slot, so be economic on that :).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Blackstar1000

Posts: 52

Joined: Mon Sep 13, 2010 5:16 pm

Post Thu Jan 12, 2012 4:14 am

Re: Decals

//EDIT

I figured it out, thanks for pointing me correctly to where I needed to go. ;)
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andrewj

Posts: 132

Joined: Mon Aug 30, 2010 3:29 pm

Location: Tasmania

Post Thu Jan 12, 2012 11:58 pm

Re: Decals

frag.machine wrote:But remember, every func_wall occupies an entity slot, so be economic on that :).

It occupies a mapmodel slot too, which is worse as there are a lot less of them (1/4 of the entity slots, only 256 in vanilla quake, 1024 in DP).
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mh

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Posts: 2172

Joined: Sat Jan 12, 2008 1:38 am

Post Fri Jan 13, 2012 2:44 am

Re: Decals

If you don't care about entities or the player clipping against them you can makestatic them. Or alternatively stick a clip brush inside them in the world and makestatic the entity (this can also be used for a hacky replacement for detail brushes in Q1 - use simple geometry for your clip brush and makestatic the complex stuff). You will need raised static entity and efrags limits though, but they're so easy to do that there's no reason not to.
Like the fifth day of playing 24-hour Scrabble when you don't want to use any letters because each one means a world to you because you're so deranged.

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