Decals in Trinity renderer Created 10 years ago2013-11-18 13:04:59 UTC by meep meep

Created 10 years ago2013-11-18 13:04:59 UTC by meep meep

Posted 10 years ago2013-11-18 13:04:59 UTC Post #316809
Hi everyone

Before using Trinity for my mod, decals would work just fine, i noticed that once i began using it, my decals were just gone. I tried re compiling my maps but no luck. Can anyone provide input and help me get the decals back?

Thanks *
-meep
Posted 10 years ago2013-11-18 13:20:37 UTC Post #316810
There's a newer and better version of the HL engine that has all the new features of the trinity engine as well as many more, and it's much more stable and reliable. I can confirm that decals work with it.
It actually came out many years before the trinity engine and has received regular free updates ever since. I'd go as far as saying ts very existence somewhat calls into question the relevance of the trinity engine at all.
I suggest you use that.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-11-18 13:55:37 UTC Post #316811
Archie that is mean.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2013-11-18 14:37:37 UTC Post #316812
Yet accurate!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-11-18 15:01:22 UTC Post #316813
While I support Source as Archie does, I can see why some people would prefer to work in a simpler system - Goldsource lets you just drop stuff in, without having to do extra physics stuff for models and the like.

I think trinity uses a different system for decals, if I recall correctly from when I checked it out, it uses .tga files located in a specific folder whose name and location I can't recall for sure but might be "decals" and located in gfx.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-11-18 15:04:39 UTC Post #316814
Source: A bit more work for a LOT better result.
Good luck with trinity though!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-11-18 16:34:43 UTC Post #316815
While I support Source as Archie does, I can see why some people would prefer to work in a simpler system - Goldsource
So map for Goldsource. I'm talking about Trinity's uncanny ability to make a charming engine seem like a budget free-to-play shooter from 2006. It's utterly pointless.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-11-18 23:14:05 UTC Post #316824
Did you read the documentation that came with Trinity?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 10 years ago2013-12-02 18:15:52 UTC Post #316951
Hey, I don't mean to hijack the thread but I figured it's not worth creating a new one as this one is kinda relevant...

I'd been looking forward to giving Trinity a proper go after having the last version that was made public (v3.08f) sitting on my computer for some time, only to find that on second map load (i.e walking through a changelevel trigger or loading map from the console for the second time), the mouse cursor shows that the program seemed to be working (with the spinning circle-thing next to the cursor) for a couple of seconds, then the mod would just quit without any error message. I'm fairly certain this only started to happen after the last Half-Life update a couple months or three back. It's weird too as everything works fine when I load any map for the first time, it's just on any second map load that it crashes. Also, any older version of Trinity (before the shadowmaps were introduced) don't have the issue. I guess maybe Valve modified the rendering engine somehow and this messed something up, but I don't have much programmering experience so I can't tell for sure, nor how to eventually fix it.

Posting this here as maybe someone has more knowledge/experience with Trinity, as I guess the author doesn't support the older versions anymore.
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