Getting rid of shot decals

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Getting rid of shot decals

Postby Anonymous » Fri Oct 10, 2003 4:18 pm

Hello everyone, I'm a stupid newbie to this site and have only had ZDoom 1.2 for a few hours.

Anyway, is there a way to get rid of bullet decals (and other projectile decals) but leave blood splats? (I have a cool level I'm working on that would look cool with monster blood on the wall but stupid with bullet holes.) I tried setting MissileDecals to False but that didn't work. The only solution that halfway worked was setting the maximum number of decals to zero, but that also disables blood stains. Any solutions? Thanks.
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Postby Zell » Fri Oct 10, 2003 4:30 pm

edit zdoom.wad

anyway, its time to update! we are at 2.047...
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Postby Anonymous » Fri Oct 10, 2003 4:41 pm

Erg, I meant to say 2.0. I had 1.22 for a LOOONNNG time up until today. Thanks for the advice.
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Postby HotWax » Fri Oct 10, 2003 4:44 pm

The specific lump you need to be concerned with is the DECALDEF lump from ZDOOM.WAD. Extract it, remove the entries you don't want, and slap it in a PWAD and you're done. You also use that lump to change existing decals or define new ones.
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Postby Nanami » Fri Oct 10, 2003 4:48 pm

ZooM removes the BFG decal. All you need to do is make a blank picture and reference it like this in DECALDEF:

Code: Select allExpand view
/***** Blank Decal *****/
decal Blank
{
   pic BLDECAL
   shade "00 00 00"
}

generator BFGBall         Blank


If you want anything else to not have a decal, add it to the generator list.
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Postby Enjay » Fri Oct 10, 2003 5:11 pm

HotWax wrote:Extract it, remove the entries you don't want, and slap it in a PWAD and you're done.


Don't think that would work. Remember, DECALDEF is cumulative. If you have removed an entry then the one from Zdoom.wad would still be used even if you put a decaldef with the missing definitions into your WAD. You'd have to point the generators at somthing else - like a blank decal if you just want to remove certain decals (as Nanami suggests).

Just for info (no use in this case) you can set the variable cl_maxdecals to 0 to remove all decals. It's 1024 by default.
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Postby Bio Hazard » Fri Oct 10, 2003 9:21 pm

Nanami wrote:ZooM


What is all this i hear about this "ZooM"

it sounds cool, where can i get info?
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Postby Zell » Fri Oct 10, 2003 9:36 pm

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Postby Kate » Fri Oct 10, 2003 10:25 pm

actually the page moved to http://zoom.mancubus.net
also an easier way to get rid of decals is to type "cl_maxdecals 0"(without the quotes) in the console.
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Postby Enjay » Sat Oct 11, 2003 4:44 am

Destroyer wrote:also an easier way to get rid of decals is to type "cl_maxdecals 0"(without the quotes) in the console.

Enjay wrote:Just for info (no use in this case) you can set the variable cl_maxdecals to 0 to remove all decals. It's 1024 by default.

:P :lol:



Although, in this case, Dice wants to get rid of some, but not all the decals. Not just reduce the number either - Dice wants to remove specific decals.
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Postby Xaser » Sat Oct 11, 2003 7:38 am

Nanami wrote:ZooM removes the BFG decal. All you need to do is make a blank picture and reference it like this in DECALDEF:

Code: Select allExpand view
/***** Blank Decal *****/
decal Blank
{
   pic BLDECAL
   shade "00 00 00"
}

generator BFGBall         Blank


If you want anything else to not have a decal, add it to the generator list.


So THAT's how you do it. I've been wondering for quite a while now. That's really cool!
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Postby HotWax » Sat Oct 11, 2003 8:33 pm

Enjay wrote:Don't think that would work. Remember, DECALDEF is cumulative. If you have removed an entry then the one from Zdoom.wad would still be used even if you put a decaldef with the missing definitions into your WAD. You'd have to point the generators at somthing else - like a blank decal if you just want to remove certain decals (as Nanami suggests).


I stand corrected.
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