Obsttorte 1504 Posted June 16, 2014 Report Share Posted June 16, 2014 Hi, I guess the topic say it. I have created a func_static with a decal on it. On the func static the decal shows up fine, but if I export it as ase model the decal is not shown on the model. The decal material is listed in the ase file. So the script recognizes it. I'm not sure what's wrong. Does anyone experienced this before? Does anyone has an idea what may be wrong? Thanks in advance. Quote 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 post Share on other sites
Obsttorte 1504 Posted June 16, 2014 Author Report Share Posted June 16, 2014 Here is an image demonstrating the effect. On the right side is the func_static, on the left is the model. As you can see the tris holding the decal are drawn, but no texture on it. The decal is custom, could this be the problem? Quote 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 post Share on other sites
Obsttorte 1504 Posted June 16, 2014 Author Report Share Posted June 16, 2014 Solved. The problem layed in the material definition. Strange that those get interpreted differently for func_statics and models, though. Quote 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 post Share on other sites
SteveL 1042 Posted June 16, 2014 Report Share Posted June 16, 2014 Obs could you share the details or paste the fixed material def please? I want to do some of these too so I'm likely to run into the same problem and wouldn't know how to fix it. Quote Link to post Share on other sites
Obsttorte 1504 Posted June 16, 2014 Author Report Share Posted June 16, 2014 textures/darkmod/decals/pistol { qer_editorimage textures/darkmod/decals/clock_hand_01_small DECAL_MACRO noimpact { blend filter map textures/darkmod/decals/clock_hand_01_small } } Quote 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 post Share on other sites
SteveL 1042 Posted June 16, 2014 Report Share Posted June 16, 2014 Thanks! Quote Link to post Share on other sites
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