Improving decals, detail textures for decals ? Created 5 years ago2019-04-06 18:14:27 UTC by kruk kruk

Created 5 years ago2019-04-06 18:14:27 UTC by kruk kruk

Posted 5 years ago2019-04-06 18:14:27 UTC Post #342423
Was thinking how to improve blood decals in my project since using detail textures doesn't work and scaling up te resolution just makes the decal bigger. Any suggestions for that ?
Posted 5 years ago2019-04-19 00:30:07 UTC Post #342490
I remember reading someone on hlcoders wanting to write their own decal rendering code - I assume now that it was to work around this limitation.
They found it difficult though because of the undocumented changes to the renderer structs between software mode and hardware mode: https://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23227.html

So it looks like decals have a scale attribute?
Posted 5 years ago2019-04-19 00:55:57 UTC Post #342491
undo cum
Posted 5 years ago2019-04-24 06:24:15 UTC Post #342510
Looks like it might be possible with some programming. The server-side decal entity sends a message which the engine handles - it and the rest of the engine decal messages don't take scale parameters.
You could add a new message type and handle it on the client-side and use the efx_api_t R_FireCustomDecal function which has a scale parameter.
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