Goldsrc mapping - disappearing decal Created 5 years ago2018-07-24 01:24:48 UTC by FriesNburger FriesNburger

Created 5 years ago2018-07-24 01:24:48 UTC by FriesNburger FriesNburger

Posted 5 years ago2018-07-24 01:24:48 UTC Post #340243
When I have a brush with a decal on it and then tie that brush to an ORIGIN brush the decal disappears after compile. Would anyone happen to know why this happens??? The brush is a func_rotating entity and when ever I bind to an ORIGIN brush causes the issue.

I have other brushes of the same type without ORIGIN brushes and the decals on them don't disappear after compile. I have also tried applying the decals after tying an ORIGIN brush to an entity brush.

Well, I'm using vhlt v33 so maybe if use vhlt v34 compile tools then that problem might go away.
Posted 5 years ago2018-07-26 02:25:33 UTC Post #340258
I believe decals do not work on faces that can rotate (i.e. any entity with an origin brush).
Posted 5 years ago2018-07-26 02:28:39 UTC Post #340259
So they’d work on a func_train but not a func_tracktrain? (Noting this for when I get to the decal entity in the wiki one day)
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-26 02:59:39 UTC Post #340260
You know, just testing now I couldn't get one working on a func_train. Perhaps since func_trains can have origin brushes?

Decals can work on some moving entities, func_doors for one.
Posted 5 years ago2018-07-26 07:28:05 UTC Post #340261
Did you mark the door to start open? Decals are applied after all entities have spawned, but this means that doors with start open set or trains that are set to be moved elsewhere won't be where they are in the editor when the decals are applied.
Posted 5 years ago2018-07-26 11:16:48 UTC Post #340263
I can test with a train later, but a func_door_rotating not set to start open would not show a decal I applied.
Posted 5 years ago2018-07-26 18:36:07 UTC Post #340266
So, theoretically, if you place the train where it will actually start and then apply the decal (and move the train back to wherever you had it if you want), it should hold on to it?
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-26 18:55:44 UTC Post #340267
@Unq

"Decals can work on some moving entities, func_doors for one."

Could you make a func_door rotate in place on an axis? I cant test it right now cause I'm out of state...

Why is it they dont work with origin brushes that's weird... Seems so random...
Posted 5 years ago2018-07-26 20:51:45 UTC Post #340268
No, a func_door that can rotate is a func_door_rotating.

It's likely not origin brushes they don't work with, but simply faces that can change their angle in-game. And I'm not the authority on this, please someone come and check into this in more detail - I'd love the definitive answer too.

Edit: OK, did some more testing.

A decal works on a func_train that is built centered on its first path_corner (i.e. the decal is exactly where the train spawns in-map).

A decal does not work on the same func_train with an angular velocity set (no origin brush).
Posted 5 years ago2018-07-26 21:18:04 UTC Post #340269
So I take it there's no way; no workaround; for a decal on a brush rotating in place... Oh well, at least I can take comfort in that its not just me lol but rather a limitation.
Posted 5 years ago2018-07-27 04:21:48 UTC Post #340272
Try making the rotating entity first then apply the decal last, entities spawn in the order they are created.
Posted 5 years ago2018-07-27 04:33:59 UTC Post #340273
Well you still could:

a) create a new texture, that has the decal already applied
b) try to use a detail texture as decal(not sure if transparency works for details?)

While a) would be preferred, because b) only applies to people who have r_detailtextures set to 1 which seems not many do.
torekk torekkProcrastinator of the Year
Posted 5 years ago2018-07-27 05:32:25 UTC Post #340275
Shepard62700FR

I already tried that and to no avail :/

Torekk

Its not a detail texture I'm trying to make work, But as for the first option I guess I will have to

If its possible I would like somone to find a workaround other than making a texture with the decal; so when I get home ill already have a solution.
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