Decals
Decals are materials projected onto existing surfaces. They can be placed by the level designer, and are also generated by the engine for bullet impacts, blood, and other effects.
Decals are "sprayed" from a location and mark every surface in their path. For instance, a decal applied downward onto a staircase would cascade down onto the top (but not front) of each step.
Using
DecalModulate
or $modelmaterial
work everywhere (see below).Hammer
- Decal tool
- Creates infodecal entities, which decal brushes and displacements.
- info_projecteddecal
- An entity that decals models or displacements (but not brushes). The angle of projection can be set, allowing for distortion.
- Overlay tool
- Overlays are more expensive decals that offer level designers more control.
infodecal and info_projecteddecal create edicts that last until the decal is sprayed (for unnamed decals, this is a split second after the map spawns). info_overlay only creates edicts if named.
activate
input, instead of when the map starts. The entity then disappears.$decal
materials, by having the decal be coplanar to the face that it is decaling. Due to VBSP performing a CGG pass on map geometry, however, decal brushes which aren't part of a separate bmodel (i.e. using func_illusionary) may not reliably appear in-game. Additionally, brush-based decals will use additional brushsides.
C++
Standard
Created in response to impacts, blood, and so on. Limited in number by the value of r_decals, unreliable when transmitted, and not transmitted to players who connect after creation.
scripts/decals_subrect.txt
can be used!CBaseEntity::DecalTrace(trace_t* pTrace, const char* decalName)
- Shared code. The trace defines where the decal is projected from and its location. Todo: How to avoid transmission being suppressed due to prediction?
C_BaseEntity::AddDecal( <lots of args> );
- Client function where the decal is actually created. In most cases you are better off just calling
DecalTrace()
.
Static
Normally created by the level designer. These decals last forever and are always transmitted, including to players who connect later on. Any material can be used.
engine->StaticDecal( Vector localOrigin, int decalIndex, int entityIndex, int modelIndex, bool lowpriority )
- Server only. This system does not appear use entities.
Vector localOrigin
- Where the decal will be created, relative to the target's origin.
int decalIndex
- A value received from
UTIL_PrecacheDecal()
. Don't useGetDecalIndexForName()
. int entityIndex
int modelIndex
- Information about the target entity.
bool lowpriority
- Low priority decals are not saved/restored, and can be "re-used on the client preferentially".
UTIL_PrecacheDecal(const char *filename, bool preload)
- Returns a decal index for use with
StaticDecal()
. If this is inprecache()
, remember that it may be called statically; store the result in a global var.
Creating
- This section assumes that you understand the basics of material creation.
Any material can be used as a decal. They generally have an alpha channel however, and can use some special parameters and/or the DecalModulate
shader.
Material parameters
$decal <bool>
- Prevents decal texture clipping.
- Note:This parameter is not exclusive to decal entities; any material can have $decal to modify how it is sorted when coplanar with another surface.
$decalscale <float>
- Same as a brush face's texture scale value: the number of units that each texel covers. Normally 0.25 or lower. Note:This defines the size of the decal's geometry, and cannot be changed after its creation. Use $basetexturetransform if you want motion.
$modelmaterial <material>
- A separate
VertexLitGeneric
material to that will replace this one if the decal hits a model. $decalfadeduration <float>
- Amount of time to spend fading out. Requires
$vertexcolor
.
$decalfadetime <float>
- Delay before fadeout begins.
$decalsecondpass <bool>
- ALWAYS render this decal on top of decals without this parameter. If two decals with this parameter intersect, they will treat each other how two without the parameter would.
$fogscale <float>
- Template:L4D2 add Scales the amount of fog affecting the decal. Useful for making important decals stand out in foggy levels.
$splatter <bool>
- Template:CSGO add Todo: What does this do?
Decals do not support normal maps in all engine branches prior to CS:GO. The underlying brushes/displacements must have bumped lightmaps for the decal's normal map to have any effect.
- Confirm:Is CS:GO the first game to support this feature?
DecalModulate
For decals intended to mimic the look of pock marks or dents in a surface, the DecalModulate
(a.k.a. mod2x) shader is especially suitable: it lightens destination pixels for every source pixel that is over mid-range gray (128) and darkens any destination pixels for every source pixel that is below mid-range gray. This effect can be used to give the impression of depth when applied to a surface.
To begin, create a source image whose color channel will be used for the modulation's source values. Again, light values will lighten pixels they're drawn over, while dark values will darken the destination pixels. Mid-gray values will be treated as translucent.
Next, create an alpha channel that defines a mask for the decal. Because modulation cannot have an exact middle value with DXTn compression, the mask is necessary to prevent "bordering" from occurring around the decal. You can avoid "bordering" without creating an alpha channel simply by using BGR888 format instead of DXT1/DXT5 when you create your VTF, at the cost of being triple the file size.
$detailblendmode 0
, or does the shader require RGB data? I8 is the same size as DXT5, and but accurately represent all 256 possible modulation values (albeit without color).Finally, you must create a material that uses the DecalModulate
shader. Neither $translucent
nor $decal
are needed this time.