Jump to content
The Dark Mod Forums

Decal issue


ungoliant

Recommended Posts

not sure if this is a known bug, or a problem on my end, (couldn't find a tracked entry for it) but i'm getting some nasty decal glitch.

 

it seems that other patches or models placed in front of some dirt/stain decals will still show the decal behind it if the player moves a certain distance away. Then when the player moves in closer, the decal stops showing through. Gives an extremely ugly "popping" effect like a bad LOD system.

Link to comment
Share on other sites

yeah, i've been getting this too. I think it's the z fighting issue the door hinges had.

 

I was running around StAlban yesterday and it was real noticeable with the grime on the torches, however they seemed to be away from the wall a bit (so they'd z-fight with the torch base)

 

not really Z fighting though, just 'it's in back' , move a few feet, 'it's now in front'.

 

Also have this in my city mission, a decal behind some fun_static patch arches. at a distance of about 400 units the decal appears in front of the 16 unit thick arches, that's a big jump.

 

Been trying to pin it down specifically, maybe it's just a patch bug - z order thing.

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

wow, i totally stumbled on the source of the bug while browsing iddevnet. Ok so heres the deal. Any decal using DECAL_MACRO is by definition using polygonOffset 1, described on iddevnet as such: "offset the depth buffer to combat z-fighting".

 

After removing DECAL_MACRO from one of the shaders i was using, the bug was fixed, and to confirm, i re-applyed polygonOffset 1 and the bug showed back up again. So there it is.

 

On another note i think i've solved another bug at the same time. When i took off DECAL_MACRO, any time selecting a patch with that texture applied, it became transparent in DR, so theres the transparency bug identified too.

 

Downside: haven't checked to confirm yet, but i suspect that removal of DECAL_MACRO will result in z-fighting on decals that are flush to the surface of brushes.

 

edit: actually i guess by the way its described in iddevnet, its not really a bug at all. This might also heavily influence some discussion i read about wanting decals to default either flush or offset from brushes when using the "create decals for selected faces" function.

Edited by ungoliant
Link to comment
Share on other sites

edit: actually i guess by the way its described in iddevnet, its not really a bug at all. This might also heavily influence some discussion i read about wanting decals to default either flush or offset from brushes when using the "create decals for selected faces" function.

Well i for one have alwayes wanted decals to be offset by 1 grid at @0.0125, that way i can select the decal rather than the brush etc.. btw fids that double click approach dont work.

Link to comment
Share on other sites

I always just hide brushes, select decal, kindof a pain but...

 

Yeah, that macro thing will probably cause z-fighting, most likely at larger distances. So it's either z-fighting or the decal overriding polys, or an offset which can look odd up close in corners (you can see a strip of 'clean' behind the dirt).

 

Not sure which is best imo. decals are best looking flush than offset, but if offset is the only way to prevent z-fighting AND polygon offset, then the decal offset is probably the lesser of 2 evils.

Though we can't change existing decals as it will break older maps and make them z-fight.

 

So now we need a naming scheme... something to let mappers know which is which...

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 6 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...