Tremulous Forum
Media => Mapping Center => Topic started by: vputz on February 26, 2007, 08:11:05 pm
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I've got a fairly rough surface that i'd like to try projecting decals on. I understand I'm supposed to make a _decal entity out of a patch mesh, cover it in the texture, and target it toward an info_null on the other side of my wall. So far so good...
Only I can't create the _decal entity directly. If I create a patch mesh, it comes out as a worldspawn object. If I select it (and only it) and bring up the key/value pair list and change "classname" to "_decal", it changes the classname of EVERY worldspawn entity (all my walls and brushes!). This is very annoying!
Since it's a rough surface, just creating a patch mesh near the wall is problematic. Any good ideas? What horribly obvious fact am I missing?
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shader. put it on a brush which is on an equal plane
textures/MAPNAME/TEXTURENAME
{
surfaceparm noimpact
surfaceparm nonsolid
surfaceparm trans
polygonoffset //offsets one luxel? so that it appears in front of the texture plane
{
map textures/MAPNAME/TEXTURENAME.jpg
blendfunc filter // Filters out pure white from the .jpg
}
}
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shader. put it on a brush which is on an equal plane
read the post before replying...
you maybe need to make the patches into a func_group then change that to _decal
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Thanks, both--
Survivor--for the flat areas, I do use that process (patch mesh with decal shader). For the really rough areas I wanted to try the projection.
Gareth--sounds good; I'll give it a go to see if it works.
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shader. put it on a brush which is on an equal plane
read the post before replying...
you maybe need to make the patches into a func_group then change that to _decal
Ah yes, it's late and i'm still a bit tired. Sorry. As he ^^^ said