Decals (GoldSrc): Difference between revisions
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Important:A major limitation with this method is that non-vanilla decals cannot be used when mapping for an existing multiplayer game. Infodecals must come from decals.wad; textures from other WADs or inside the BSP cannot be used.
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== IndexAlpha Sprites == | == IndexAlpha Sprites == | ||
[[SPR|Sprites]] have an oft-neglected texture format, called IndexAlpha, which provides 8-bit alpha translucency, resulting in an effect similar to decals. These are useful for simulating hard shadows "cast" from models, and can also be used instead of infodecal to allow custom decals in multiplayer maps, as well as to more reliably place a decal in a specific location. | |||
== Baking into the WAD or MDL texture == | == Baking into the WAD or MDL texture == |
Revision as of 16:54, 7 June 2023



This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
Infodecal
infodecal can be used to display decals from decals.wad. This is generally the easiest way to place a decal, however it can be finicky where a decal needs to be placed on the grid in comparison to the brush. Additionally, infodecals can sometimes shift around when reloading a map, and may disappear if enough code-generated decals (such as bullet decals) are spawned.

IndexAlpha Sprites
Sprites have an oft-neglected texture format, called IndexAlpha, which provides 8-bit alpha translucency, resulting in an effect similar to decals. These are useful for simulating hard shadows "cast" from models, and can also be used instead of infodecal to allow custom decals in multiplayer maps, as well as to more reliably place a decal in a specific location.