Jump to content
The Dark Mod Forums

How to lighten a dirt decal


grayman

Recommended Posts

The three dripping_slime05 decals paint pitch-black in 2.00.

 

I'd like to lighten them for my WIP, w/o pushing the originals through Photoshop and creating new dds files.

 

Is there a way to cut their opaqueness to 50% in the material definition? This would be the simplest method.

 

Thanks.

Link to comment
Share on other sites

What do you mean by "cut their opaqueness"?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Well, the shader def says it is colored, so maybe converting the decal to fs and applying the _color spawnarg could have an effect. Or you create a copy of the def and add the keyword translucent. This normally gives a 50% opacity (roughly guessing from the way it looks).

 

I hope that helps.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Adding 'translucent' made no difference.

 

Making the decal a FS and applying "_color 1 0 0" gave me a green overlay, which makes no sense.

 

"colored" appears to be looking for shaderparm settings, but converting the decal to FS and adding "shaderparm3 0.5" (alpha channel) didn't do anything.

Link to comment
Share on other sites

Try _color 0.5 0.5 0.5.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Just ried the _color spawnarg myself, worked perfectly for me. Don't know what you are doing wrong, though.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I assume it's a blend filter, which means it can only darken what's underneath. Changing the colour shouldn't have any affect on the level of transparency, since it's not actually transparent.

 

I'm not aware of any easy way to do what you want without changing the original file.

Link to comment
Share on other sites

So you have a FS dripping_slime05* decal with _color rgb on it and you're able to fade the decal?

Yes

Do you have any other spawnargs on the FS?

No.

And what are your ambient menu settings?

Enhanced.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

_color does work. I don't know why it's working now when it wasn't earlier.

 

The setting that allows more translucency w/o losing the texture (for the slime05 textures) is 0.8. Below that the texture starts to fade away.

 

Thanks for your help, Obs.

 

Edit: Well, it works in a small test map. In my WIP, the results are still unsatisfactory. angua has a light version of one of the other slime textures. I'll try that route and see if the results are better.

Link to comment
Share on other sites

If it's a blend filter, to make it more transparent you just "lighten" it.

Link to comment
Share on other sites

Edit: Well, it works in a small test map. In my WIP, the results are still unsatisfactory. angua has a light version of one of the other slime textures. I'll try that route and see if the results are better.

Maybe it depends a bit on how much light hits the decal. In the testmap were I've checked it the ambient was pretty high.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Maybe it's an inverted filter stage. So the used texture is white where the dirt should be and the shader does "1 - image" which results in dark dirt. If you darken the image with the color keyword, the resulting dirt becomes brighter. Using a larger color of 0.8 will cause the dirt to become a little bit brighter, while larger values will cause it to fade and become more and more invisible.

Link to comment
Share on other sites

Maybe it's an inverted filter stage. So the used texture is white where the dirt should be and the shader does "1 - image" which results in dark dirt. If you darken the image with the color keyword, the resulting dirt becomes brighter. Using a larger color of 0.8 will cause the dirt to become a little bit brighter, while larger values will cause it to fade and become more and more invisible.

 

Yes, these three are inverted. I'll try different values and see what I get. I had decided last night to replace these with different dirt decals, and the replacements look much better. But for future reference, it would be nice to know how to keep the 05 trio from totally blackening the underlying texture.

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

    • 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
    • The Black Arrow

      Hope everyone has the blessing of undying motivation for "The Dark Mod 15th Anniversary Contest". Can't wait to see the many magnificent missions you all may have planned. Good luck, with an Ace!
      · 0 replies
×
×
  • Create New...