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Ha! ... int Q1BSP_ClipDecal in FTEQW

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Ha! ... int Q1BSP_ClipDecal in FTEQW

Postby Baker » Fri Jan 22, 2010 3:42 pm

Image

There has always been the longstanding weirdness of decals sticking off the edge, maybe this could be applied to shadows somehow too.
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Postby Baker » Fri Jan 22, 2010 4:08 pm

Better illustration ... me slamming some rockets against a rotating brush model in both FTEGLQW (or software!) and DarkPlaces ...

FTEQW with the decal clipping ... nothing sticking off the brush

Image

DarkPlaces ... the decals hang off the brush

Image

If my memory is right, R00k has been long wanting something like this and Spike had the secret sauce in FTEQW :D
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Postby Teiman » Fri Jan 22, 2010 4:29 pm

But stainmaps can make something like that (on the bmodels too?) if all you want is a undetailed blob.
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Postby Spike » Fri Jan 22, 2010 4:42 pm

no, that is stainmaps.
yes, fte's stainmaps fade out.

clipped decals in fte are used only by defining a particle effect with 'type decal'. There are none built in that do this, and such particles must be static (although an emitting particle can spawn others that last only a frame).
q3's cgame can also use them.
the sw renderer has never supported the rendering of clipped decals.

sorry.
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Postby Baker » Fri Jan 22, 2010 6:08 pm

I don't really know the difference between decals and stain maps.

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Postby r00k » Fri Jan 22, 2010 6:12 pm

Baker, decals are actual textured 2d particles applied to a surface, via clipping, of the bsp. Stainmaps is changing the color value of the vertices where the stain impacts the bsp. I use Tenebraes decals; seems quite stable. I had even created a blob that was placed under the feet that drew and clipped per frame, but as the player moved around the shadow would be removed either too slow, (like a water ripple effect), or too soon and become a strobe darklight.
Last edited by r00k on Fri Jan 22, 2010 6:19 pm, edited 2 times in total.
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Postby Irritant » Fri Jan 22, 2010 6:17 pm

Looks nice. Is the source available yet?

Stainmaps are different, they are the same as lightmaps.

For shadows you'd be better off doing simple stencil volumes so that they don't just draw on flat floor surfaces.
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Postby Sajt » Fri Jan 22, 2010 7:49 pm

Clipped decals were added recently to DarkPlaces. I guess they must be beta or something because they are turned off by default. "cl_decals_newsystem 1" activates them. They even clip to animated models, so if you shoot a soldier a bullet mark will appear on him.
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Postby jim » Fri Jan 22, 2010 8:07 pm

Just when I thought this was needed.. it's already there :D
zbang!
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Postby Baker » Fri Jan 22, 2010 8:14 pm

Image

Cool!
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Postby Sajt » Fri Jan 22, 2010 8:19 pm

I have noticed that they don't quite show up in the right spot on models. When shooting a grunt in the head, the decal might appear on his shoulder. LordHavoc has told me that this is a bug which needs to be fixed. Maybe this is why the new decal system isn't on by default yet.
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Postby r00k » Sat Jan 23, 2010 7:01 am

Sajt wrote:Clipped decals were added recently to DarkPlaces. I guess they must be beta or something because they are turned off by default. "cl_decals_newsystem 1" activates them. They even clip to animated models, so if you shoot a soldier a bullet mark will appear on him.



omfNg! thats the only thing i could muster. A ball of hate and throw it from 100 yards. and maybe the blast radius would get a mentionable footnote of desire!

in laymen terms, that besides explosion shells were the 2 pencils in my ear about DP/ more so in Nexiuz...


in sober lamen terms, im excited about teh clipping decals more than sliced wheatberry bread and some warm apple butter with that funny spoon.
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Postby Sajt » Sat Jan 23, 2010 3:55 pm

I know what you mean. The lack of clipped decals has been the biggest point against DarkPlaces in the last couple of years. I never understood why LordHavoc didn't think they were important. Apparently he eventually gave into the pressure, probably of Nexuiz wanting them.
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Postby qbism » Sun Jan 24, 2010 10:10 pm

The FTEQW pic is of stainmaps, BTW.

Stainmap disadvantage vs. decal is fuzziness. Resolution is limited by the lightmap.

Stainmap advantage is that it works in corners. A single explosion near a corner can paint all the adjacent faces in radius.
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Postby Downsider » Mon Jan 25, 2010 4:06 am

qbism wrote:The FTEQW pic is of stainmaps, BTW.

Stainmap disadvantage vs. decal is fuzziness. Resolution is limited by the lightmap.

Stainmap advantage is that it works in corners. A single explosion near a corner can paint all the adjacent faces in radius.


The whole idea of the stainmap is to make tons and tons of gore, make it semi-permanent.
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