Ha! ... int Q1BSP_ClipDecal in FTEQW
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Ha! ... int Q1BSP_ClipDecal in FTEQW
There has always been the longstanding weirdness of decals sticking off the edge, maybe this could be applied to shadows somehow too.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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
DarkPlaces ... the decals hang off the brush
If my memory is right, R00k has been long wanting something like this and Spike had the secret sauce in FTEQW
FTEQW with the decal clipping ... nothing sticking off the brush
DarkPlaces ... the decals hang off the brush
If my memory is right, R00k has been long wanting something like this and Spike had the secret sauce in FTEQW
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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.
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.
- Spike
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- Location: UK
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.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 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.
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.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
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- Location: Maryland
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.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
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.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 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.
- r00k
- Posts: 1110
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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.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
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.
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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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 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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Downsider - Posts: 621
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