Change decal color? Created 19 years ago2005-10-05 21:49:13 UTC by TheDigitalNomad TheDigitalNomad

Created 19 years ago2005-10-05 21:49:13 UTC by TheDigitalNomad TheDigitalNomad

Posted 19 years ago2005-10-05 21:49:13 UTC Post #139625
Hey, guys. Obviously, I'm new here, but I'm not terribly new to mapping. I'm just wondering if you guys have an answer for a question I have.

Is it possible to change what color a decal comes up as, in game? I'm just using plain ol' "{TARGET" decal, which I believe is sort of reddish, or orange (I don't remember which), but I would like to make it dark red either way. Hammer has no obvious means to do that, so I'm wondering if it's possible at all.

Any help or information is appreciated. :D
Posted 19 years ago2005-10-05 21:59:08 UTC Post #139626
I'm guessing you'd have to edit the decal in a Image program.
AJ AJGlorious Overlord
Posted 19 years ago2005-10-05 22:25:55 UTC Post #139629
I'd like to not be using any custom textures for this project... So there's no way to change the color that plain black and white decals appear as? I guess that's all dictated in the coding... Oh well.
Posted 19 years ago2005-10-05 23:15:25 UTC Post #139630
I'm guessing that it is the last color in the palette of the decal that determines it's actual color, much like the transparent color of other images. But maybe i'm wrong. I never checked.
Posted 19 years ago2005-10-06 00:26:35 UTC Post #139631
Aye, last color in the palette determines the decal's color. You'll have to open it in Wally or something and change the color. Then, save it as a new wad and just -wadinclude that one. Shouldn't be tooooo difficult if you really want the color changed.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-10-06 13:20:39 UTC Post #139851
Ah ha. Ok, I guess that works. Thanks a lot, guys. :D
Posted 19 years ago2005-10-06 14:23:38 UTC Post #139882
way without custom textures.
make a brush with texture "red" cover the target.
then make the brush into a func_wall
set render mode to texture
set render amount to something like 175 :)
Posted 19 years ago2005-10-06 14:44:48 UTC Post #139888
To include a wad just add a -wadinclude "wadname.wad" parameter to the bsp program. ;) (or was is the csg : not sure but probebly the bsp)

P.s- You don't have to add the .wad extention but they did it with the zhlt.wad so I do it too! :glad:
Posted 19 years ago2005-10-06 14:48:47 UTC Post #139890
he said he didn`t won`t custom texture
Posted 19 years ago2005-10-06 14:50:18 UTC Post #139891
He has to have it if he wants a diffrent color! :
Posted 19 years ago2005-10-06 14:51:05 UTC Post #139892
could do it my way. so it has a red tint(so the bits already red will be darker red)
Posted 19 years ago2005-10-06 14:59:17 UTC Post #139893
Better to use costum textures! What if you want the decal to be on a solid brush? :quizzical:
Posted 19 years ago2005-10-06 15:00:15 UTC Post #139894
people whon`t notice a 1 unit clear red brush from the standerd shooting range distance
Posted 19 years ago2005-10-06 15:07:39 UTC Post #139897
Nice but will shoot the r_speeds sky high. :( Use a costom texture it's better and it will only take 1kb if you use only that one! :glad:
Posted 19 years ago2005-10-06 15:13:24 UTC Post #139901
how does one "window" type thing do that? mayby a little but not that bad
Posted 19 years ago2005-10-06 16:14:47 UTC Post #139920
i think he didnt want any custom wads. with wadinclude they are included in the .bsp. end of story
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-06 16:17:24 UTC Post #139921
The only problem with this that I can see is that all of the decals are in decals.wad, and the only thing that differentiates the decals from the transparent textures is the wad file that they're in! So, I'm not sure if you can do custom decals. Maybe try it with a custom wad, see what happens.
Posted 19 years ago2005-10-06 16:39:04 UTC Post #139925
that might just be for the same reason all the xen texturesare in xeno.wad.
Posted 19 years ago2005-10-06 17:52:12 UTC Post #139938
To killer1102: Who says this is going to be at shooting range distance? It's actually going to be on the floor.

I'm going to try the wadinclude method, and see if I can add custom decals that way. I'll post my results, if anyone's interested. :)
Posted 19 years ago2005-10-06 20:47:19 UTC Post #139959
The only problem with this that I can see is that all of the decals are in decals.wad, and the only thing that differentiates the decals from the transparent textures is the wad file that they're in! So, I'm not sure if you can do custom decals. Maybe try it with a custom wad, see what happens.
Nope. Tried it. No matter what I did my custom decal didn't show, even when I put it in decals.wad.
Posted 19 years ago2005-10-07 01:56:34 UTC Post #139987
there might be some sort of text file that lists them all
Posted 19 years ago2005-10-07 01:59:50 UTC Post #139988
It's on the CSG commandline to clarify

Text file listing what? Decals should show in different wads - look at They Hunger's files.
RabidMonkey RabidMonkeymapmapmapfapmap
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