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General Discussion
how to make a decal
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Topic: how to make a decal (Read 597 times)
h8or
Newbie
Posts: 2
cout << "Hello World!";
how to make a decal
«
on:
December 16, 2008, 05:42:21 AM »
Hello every one.
I would like to put some decals to q3 maps.
q3map2 suport decals.
I just wonder if its possible to make them in a high level way.
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DanielPharos
Global Moderator
Hero Member
Posts: 968
Dancing Dan
Re: how to make a decal
«
Reply #1 on:
December 18, 2008, 06:35:30 AM »
One way is to create a bezier and 'float' it just above the surface. I've seen many games do that. As long as the beziers are small (not clearly visible from a large distance), this will work just fine.
There probably is some decal-keyword in the shaders for decals. Making a bezier and putting it ON the surface might work also because of that (I remember Q3 having some keywords for this?).
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h8or
Newbie
Posts: 2
cout << "Hello World!";
Re: how to make a decal
«
Reply #2 on:
December 18, 2008, 11:40:27 AM »
Q3map2 has a entity wich works like a spotlight.
We can atach a target_position and half magic is done.
Quote from:
http://en.wikibooks.org/wiki/Q3Map2#_decal
_decal
Specifies a decal to be projected. Should contain one or more patch meshes and target an info_null entity. The targetting line drawn between the center of the _decal entity and the targetted info_null is the axis and distance of projection. It helps to think of the _decal mesh as if it were a light gel, the info_null were the target of a spotlight, and that you were "shining" this decal onto map geometry.
http://shaderlab.com/q3map2/screenshots/decal_0259.jpg
http://shaderlab.com/q3map2/screenshots/decals_00.jpg
And the code for .map file looks like this:
Code:
entity 5
{
"classname" "_decal"
"target" "t1"
// brush 0
{
patchDef2
{
rad/decal2
( 3 3 0 0 0 )
(
( ( 176 -72 -152 0 1 ) ( 200 -48 -64 0 0.500000 ) ( 200 -48 -64 0 0 ) )
( ( 176 -72 -152 0.500000 1 ) ( 200 -48 -64 0.500000 0.500000 ) ( 200 -48 -64 0.500000 0 ) )
( ( 240 -136 -152 1 1 ) ( 264 -112 -64 1 0.500000 ) ( 264 -112 -64 1 0 ) )
)
}
}
}
I thought quark suports _decal entities.
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