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Decals are textures that are placed on top of geometry
in your level. Whenever you shoot a bazooka at the ground
and make a scorchmark or write your name in bullet holes
on a wooden door, decals are created in your scene.
However, there is a tool within the engine that allows
you to place your own decals wherever you want for a
variety of purposes. This can be used for not just bulletholes,
but also posters, cracks, detailed shadows, decorative
wall, trim, and lots of other things.
Playing with decals is easy and fun, and is actually
editing in real-time from within the engine and not
in Radiant. Run any level and perform the following
steps:
Bring down the console by hitting the tilde key ( `
). Then type in pushmenu decals. This will
bring down the decal console.
Click on the black checkbox on the Edit Mode
button in the lower left corner so that the red x appears
Bring up the console again and type in map levelname
(t2l1 or MP_Berlin_TOW, for example.)
After your level reloads. Type pushmenu decals
again in the console.
Now youre ready to start playing with decals.
Simply click one of decals in the list to the left,
then click the Make button. This will place
a decal (highlighted with a glowing green and white
wireframe) on whatever surface is in the center of where
the player is facing. Most of the controls that you
need to know are pretty self-explanatory. Use the Up,
Down, Left, and Right buttons to shift the decal across
a surface. You can control how much these buttons will
move the decal by adjusting the slider underneath the
Left button and Down Buttons. Adjust the rotation and
scale of the decal by adjusting the Roll and Radius
sliders, respectively.
You can also adjust the x and y scale of the decals
independently with the Width and Height Scale Sliders.
The Randroll button will randomly change the rotation
for you. To change the decals texture, simply
click a new member of the list on the left. You can
also adjust the Alpha channel translucency and the Red,
Green, and Blue filters for the decal independently.
Hitting the lighting button will toggle the decal from
between being lit and being fully bright. Sometimes
even when a decal is lit it still looks too bright
so thats when the RGB sliders come in handy.
To return to normal player movement mode, click anywhere
on the screen except the console, then move around.
To bring the arrow back up and return to using the decal
console, hit the tilde key twice to bring up and close
the console. Make another decal, then hit the next and
prev buttons. This will allow you to browse through
your decals and adjust their properties. The delete
button will remove your currently selected decal. The
Show Curr button will hide the glowing wireframe around
the decal. This can be helpful when you are trying to
adjust the RGB levels or placement and the wireframe
is distracting you from how the decal will look when
finalized. To get rid of the console, hit the Escape
key.
Bezier Patches and terrain geometry are totally fair
game when it comes to decals as well. You can make some
great fake tree shadows on terrain using decals that
would be impossible to achieve using the normal lighting
tools.
About the only thing you cant put a decal on
is static entity geometry or other animated entities.
Play around with it youll find that decals
are fun to work with, and they can be a great way to
break up repetitive textures without resorting to making
completely new ones.
You can add things like cracks and ivy to your walls
that will add depth, interest, and variety. When you
are done, click the Save button in the lower
left corner of the console, then type quit
in the console. This will create a .dcl version of your
filename. However, whenever you make geometry changes
and recompile your map, you will need to update the
.dcl file, as your decals wont show up in the
new .bsp. To reintegrate the decals, simply run your
new map, repeat Steps 1 4 outlined above, then
click the save button. This will make sure that your
.dcl file is synched up with the new .bsp.
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