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Noob question, creating decals

Started by vputz, February 26, 2007, 08:11:05 PM

vputz

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?

Survivor

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
}
}
I'm busy. I'll ignore you later.

gareth

Quote from: Survivorshader. 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

vputz

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.

Survivor

Quote from: gareth
Quote from: Survivorshader. 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
I'm busy. I'll ignore you later.