Decal life

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Mj
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Decal life

Post by Mj »

I have a decal, and would like to increase its lifetime, as at the moment it fades away after about 10 seconds :(

Could anyone give me a clue as of what to change somewhere?
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jv_map
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Post by jv_map »

Uhm how did you make the decal?
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Mj
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Post by Mj »

Tbh, I dont really know :lol:

I have been playing around with textures and whatnot all day...

Uhm, it is bhole_stone that appears when your paintball (rocket) hits (the blastmark wouldnt appear on vertical surfaces :? ) all is working... except it fades after a little while.. and whats the fun of paintballing up a place if ya cant see the carnage you have caused after!

Is there a decal life thing i could put in the shader?
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Mj
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Post by Mj »

Question 2, where do i find .spr files? (specifically gren_boom.spr) :(
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jv_map
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Post by jv_map »

They're just shaders, not files :wink:
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Mj
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Post by Mj »

Oh dear... I sense much shader searching ahead :(

Any ideas of how to get my decal to live long?
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Green Beret
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Post by Green Beret »

check the sprites folder :?:
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wacko
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Post by wacko »

I've never seen a shader command about the texture's life time...

I think it's rather a cvar or something which says how many decals are being drawn in the map. If, for example, this variable was 200, well, as soon as the 201st bullethole/blood spot is made, the very first is deleted.
I checked the cvar list, but couldn't find sth though... :? Anyways, u better should concentrate on searching in this direction...
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Mj
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Post by Mj »

The thing is its not the 200th one that gets deleted, it just fades after 10 or so seconds - so its not that :(

I'll keep searching pk0
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wacko
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Post by wacko »

Mmmmm :? . What decal were u talking about? I watched some bulletholes and they didn't vanish in 2 or 3 minutes...
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Mj
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Post by Mj »

Uhm... special ones :wink:

They are bhole_stone that is called from the paintball_dm.tik file. so it may act as an explosion decal?

And for my next question.. how can i get rid of the damn blastmark :cry:

It refuses to die :?

Is there something that i can slip in the .shader to make it invisible? (i've tried surfaceparm nodraw but it didnt like that.. :( )

Thanks for trying Wacko :)
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wacko
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Post by wacko »

Mj wrote:Uhm... special ones :wink:

They are bhole_stone that is called from the paintball_dm.tik file. so it may act as an explosion decal?

And for my next question.. how can i get rid of the damn blastmark :cry:

It refuses to die :?

Is there something that i can slip in the .shader to make it invisible? (i've tried surfaceparm nodraw but it didnt like that.. :( )

Thanks for trying Wacko :)
errrm... IF the bhole_stone dies and the blastmark does not... why don't u make the b_hole transparent and the blastmark the paintspot?
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Mj
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Post by Mj »

The blastmark doesnt appear on vertical surfaces :?
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Post by wacko »

:cry: good point. then making the blastmark invisible. making a new blastmark.tga being completely transparent, would this work?
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Mj
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Post by Mj »

Well, heres where the dilemma comes :(

It wont save an alpha channel unlass there is a selection made, and if there is no alpha channel it just appears as a big square of X colour :(

I was wondering if there is a shadercommand for invisible-ness of a decal?
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