imagine wrote: ↑Mon Jul 28, 2025 6:42 am
By recess you mean a space between floor and ceiling? If yes, it makes impossible to have two windows, one above another, doesn't it? With lindefs, at least, I can place several of them close enough and move the texture up and down.
Yes and no. You can't with traditional architecture, but you can do it with 3D floors.
In fact, you could use 3D floors to make something similar to what you have - narrow, solid 3D floors with the window texture on them. You could have several 3D floors at different heights and they would get bullet holes in them.
It *might* even work with your translucency, but I can't be certain on that.
imagine wrote: ↑Mon Jul 28, 2025 6:42 am
Sorry for the stupid question, how to define a map-placed decal and place it on the wall?

I mean, in UDB.
Is there an article, covering the subject, or a YouTube tutorial? Thank you again!
Not a stupid question at all, especially as it doesn't seem to be a particularly well known feature.
There are articles in the Wiki about it.
The short version is that you define a decal in a lump called DECALDEF, making sure you give the decal an ID number.
Put the graphic into your PK3/WAD (it is a good idea to give it offsets in a similar way to how you do for sprites)
In UDB place a decal thing in front of a wall facing away and set its first argument to be the same as the ID that you gave the decal.
When the map starts up, the game paints the decal on the wall.
Example of something similar to what you want (I think) attached).
https://zdoom.org/wiki/Decal
https://zdoom.org/wiki/DECALDEF
WindowDecal.pk3
- Just load into GZDoom and Doom2 and go have a look.
- (20.72 KiB) Downloaded 5 times
Edit: Hmmm... weirdness. I noticed on the wall where I placed 3 decals above each other, two of them do not show the translucency. I have no idea why. This is just three copies of the exact same decal just with the decal actor set at different heights.