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What is the spawnarg to make decals draw in front?


Springheel

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I have a wall with dirt decals and posters on top. The dirt decals draw overtop of the posters until the player approaches them, at which point they switch. I'm pretty sure there's a command that will make one decal draw in front of another all the time, but a search isn't bringing any results. Anyone remember what that is?

 

 

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I have a wall with dirt decals and posters on top. The dirt decals draw overtop of the posters until the player approaches them, at which point they switch. I'm pretty sure there's a command that will make one decal draw in front of another all the time, but a search isn't bringing any results. Anyone remember what that is?

 

 

 

Isn't that "inline" "1" ?

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Please post the material def.

 

Typically, "sort decal" would be enough

 

https://modwiki.xnet.fi/Sort_%28Material_global_keyword%29

 

though polygonOffset 1 can also help:

 

https://modwiki.xnet.fi/PolygonOffset_%28Material_global_keyword%29

 

DECAL_MACRO includes both of these options:

 

https://modwiki.xnet.fi/DECAL_MACRO_%28Material_global_keyword%29

 

and offsetfactor \ units will affect these too.

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Are these things that have to go on the material file, or can they go directly on the func_static with the decal on it?

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Are these things that have to go on the material file, or can they go directly on the func_static with the decal on it?

These are material attributes. I don't think there's an Entity argument that can do this.

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Please post the material def.

 

 

textures/darkmod/decals/papers/posted_collection03 // an assorted collection of posters for filling large areas

{

surftype15

description "paper"

 

noshadows

nonsolid

 

 

{

blend diffusemap

map textures/darkmod/decals/papers/posted_collection03

alphaTest 0.5

}

 

// TDM Ambient Method Related

{

if (global5 == 1)

blend add

map textures/darkmod/decals/papers/posted_collection03

scale 1, 1

red global2

green global3

blue global4

}

 

}

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OK. Thinking on this, what you have is not the old problem but a general sort issue (and it's almost the reverse issue).

 

The material is just a regular diffuse map (not a real decal) so any (real) decal on the same plane will render over

the top. In your case the dirt decal and the "decal" poster are near enough to the same plane that the boundary math

causes them to swap.

 

Try adding "sort medium" to the material:

 

textures/darkmod/decals/papers/posted_collection03 // an assorted collection of posters for filling large areas
{
  surftype15
  description "paper"
  sort medium
    noshadows
    nonsolid

etc etc

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http://www.indiedb.com/mods/the-dark-mod

 

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I tried everything I could think of. noOverlays failed to cure it. sort postProcess failed to cure it.

-

Finally, I fiddled with the offset settings and found that

 

r_offsetfactor -0.5

 

cured it.

 

The problem being, different values will change the likeliness of z-fighting in existing missions.

We'd need to test to see if this works better for most of the missions.

 

Edit 2:

 

Cursory tests:

 

Good:

Fiasco at Fauchard St., King of Diamonds, Down by the Riverside, Business as Usual, Return to the City, COM: Behind Closed Doors, Sir Talbot all look fine.

No major z-fighting with the new value.

 

Bad:

 

No Honor Among Thieves: Politics (mission 1) has some somewhat annoying z-fighting on the upper building areas

but fairly minor.

TD2: Chalice of Kings has a dirt decal on the ground that gets worse. It isn't fully cured unless you set offsetfactor to -4.

Please visit TDM's IndieDB site and help promote the mod:

 

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