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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Creating Decal shader
Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 04:21 am
I've been trying to make a decal shader out of an existing texture. The texture works exactly how a decal is supposed to, but even though I set "No Marks" and "No Damage" bullet marks still show up on it ( causing Z-Fighting ). I notice this is also happening on SOME of the Light shaders that are labeled "Decal".

BTW is multiplayer supposed to have coronas / flares ? I'm not seeing any...
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smcnutt~rb
General Member
Since: Dec 23, 2006
Posts: 123
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 02:28 pm
you need Poly Offset for decals.
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 05:50 pm
Yes I'm using Poly Offset ( It shows up fine in game until it is shot ). It seems like the No Marks flag is broken in multiplayer... or something, even though other shaders that use it don't seem to be marked. My shader file looks like this:

Code Sample

textures/kamchatka/warningstrip_decal
{
qer_editorimage textures/kamchatka/warningstrip
surfaceparm nodamage
surfaceparm nomarks
polygonOffset
q3map_material Concrete
   {
       map $lightmap
   }
   {
       map textures/kamchatka/warningstrip
       blendFunc GL_DST_COLOR GL_ZERO
   }
}
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smcnutt~rb
General Member
Since: Dec 23, 2006
Posts: 123
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 06:16 pm
When I get in tomorrow, I will look into it. But send me a reminder in case. (I am not on SoF anymore)
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ReverendTed~rb
General Member
Since: Dec 23, 2006
Posts: 2198
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Sunday, Jul. 14, 2002 08:28 pm
Are you sure the bullet marks aren't showing up on the texture behind your decal, and that's what's causing the z-fighting?
I have noticed that some Raven levels will exhibit this effect with the lights, especially with explosion effects.
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Monday, Jul. 15, 2002 05:03 am
Ted: You're right, that is whats happening. But wouldn't that make decals sort of.. pointless? I mean the whole purpose of them is to keep from having to raise the patch up one unit over the brush behind them, right?
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DumpTruck~rb
General Member
Since: Dec 23, 2006
Posts: 86
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Monday, Jul. 15, 2002 06:07 pm
I agree with the Dr.  What's the point then? I notice z-fighting on almost all decals which is something I don't want.  The map I am working on will use some prominent decals in "high traffic" areas.  What I've tried is using "noimpact" in my shader def and then placed the image on a 1 unit brush. I am not using patch meshes with this method BTW. I place the 1 unit brush on the surface in question.  I then sqwash the decal brush into a very flat pyrimid with "nodraw" on all sides but the facing side.  The pyramid  shape acts like a clip brush so players don't get caught on the edges. Bullets go through the "nodraw" and show up on the other side same with the alpha portion of the decal.  The decal has no marks but it's better than z-fighting IMO.  The bump as the player brushes up against it is very minimal.  I checked this method with r_showtris and it did not produce any more cuts than a patch mesh decal.

I will post screenies later tonight explaining this method.  I'm sure I've done something terribly wrong so you more experienced guys have at me!  :s10:
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Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
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Level 6
Category: SoFII Mapping
Posted: Monday, Jul. 15, 2002 06:56 pm
Hmm I just thought of another workaround... It would be possible to put a shootable clip brush one unit in front of the decal, and that would absorb the weapon impact. Hmm.. wonder if I can make a walk throughable, shootable shader, that would be excellent...
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ReverendTed~rb
General Member
Since: Dec 23, 2006
Posts: 2198
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Monday, Jul. 15, 2002 07:37 pm
The point is to allow you to not have to break up a ceiling into 30 smaller brushes just to add a few lights.
You simply paste a few simple patch meshes with a decal shaders...
Sure, it looks funny when you shoot it, but that's because bullet mark decals are the same way - they draw a tiny bit out from the surface, so that they don't z-fight with the wall itself.
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