Tue Oct 14, 2003 11:41 am
Tue Oct 14, 2003 11:54 am
Tue Oct 14, 2003 11:55 am
Tue Oct 14, 2003 12:38 pm
Tue Oct 14, 2003 2:00 pm
Tue Oct 14, 2003 2:35 pm
Tue Oct 14, 2003 2:43 pm
Tue Oct 14, 2003 3:04 pm
Nanami wrote:Is there a "disallowdecals"...
Hirogen2 wrote:but what about some texture that is only partially (i.e. an 8x8 area) animated? Like... chains-behind-a-window, as .. ROTThas it.
Tue Oct 14, 2003 3:04 pm
Nanami wrote:Is there a "disallowdecals" for when you want to keep people from putting decals all over your computer screens?
Tue Oct 14, 2003 3:07 pm
randy wrote:Yes, create a one frame animation and don't use allowdecals on it.
Tue Oct 14, 2003 4:10 pm
Tue Oct 14, 2003 4:18 pm
Tue Oct 14, 2003 4:23 pm
Enjay wrote:Scrolling textures simply do not show decals. No other options have been enabled to my knowledge I think this was opted for because it was the least likely to look wrong - eg on my train level the illusion of movement was ruined when decals could appear on a scrolling wall.
2S transparent walls do not get decals either. Just as well for all the smashing windows I did in my recent release. Mind you, I suppose if a line is set to change its blocking status, any decals on it could be removed. I guess there are other considerations too. What to show from the other side, what if a line blocks but is not transparent, or what if it blocks and doesn't have a texture...
Wed Oct 15, 2003 2:15 am
Enjay wrote:You won't be able to disable decals only on part of a texture (ie where the chains are) so you'll have to live with either a wall that doesn't get decals, or chains that magically move behind bullet holes. Your choice.
Scrolling textures simply do not show decals.
, eh, where would the decal be placed if you shoot right into the window?Just as well for all the smashing windows
Wed Oct 15, 2003 4:40 am
Hirogen2 wrote:eh, where would the decal be placed if you shoot right into the window?The bullet travels through the glass at high speed, so it will be located in the next sector(s), either at the floor or at the next wall, depending on distance and physics.