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Adding custom decals
Posted: Tue Apr 20, 2004 4:52 am
by fillstar
G'day all 1st time here so be gentle

, this question may have been answered, although i have searched but most anza's go of the topic. So what i would like to know is how can i mport my own jpg's / tga's and apply to my map. (nemap for that). I can see the stock decals avlb, i can find em in the various pk3's but cannot see mine from the inbuilt builder.
So, what pk3 do i need to import them to, and what size should they be. I have modified some of the decals shader files n dumped my jpg's in the relevant pk3/texture/decals folder n tried to call them in the relevant shader script, but, i still cant see em any clues ?
Posted: Tue Apr 20, 2004 7:04 am
by wacko
Hopefully, u didn't change the original pak0.pk3-pak5.pk3, did you!?
U should rather make another pk3 with all the stuff you want to add.
Rest should be like adding custom textures and there are several tutoriasl about it (e.g. at
Nemesis' page
Posted: Tue Apr 20, 2004 8:06 am
by fillstar
err yeah i did, it was a bit late cos i though of that after, oh well re-instal due then perhaps..
thx for the link i will check it out
Posted: Tue Apr 20, 2004 8:18 am
by bdbodger
If you are talking about the decals you make in game from the decals menu then the decals on the list are listed in the decals.urc in the ui directory so that they show on the decals menu . You can make a custom menu for that if you need to , copy decals.urc give the menu a new name add your decal to the list and in game type pushmenu mydecals if that is the new name of your menu the name of the urc file does not matter just the menu name .
Code: Select all
menu "decals" 640 480 FROM_BOTTOM 0.2 // change the menu name
align bottom left
bgcolor 0 0 0 0
resource
ListBox
{
title "decals list"
name "Default"
rect 0 0 128 360
fgcolor 0.00 0.00 0.00 1.00
bgcolor 0.50 0.50 0.50 1.00
borderstyle "RAISED"
linkcvar "dcl_shader"
direction from_left 0.2
additem "treeRootsradial"
additem "blastmark"
additem "testtread"
additem "weathered_concrete"
additem "waterstain"
additem "bhole_metal"
additem "bhole_stone"
additem "bhole_glass"
additem "treeshadows"
additem "exposed_brick"
additem "cracks"
additem "weatheredstone"
additem "desert1"
additem "wthrwall1"
additem "cracked2"
additem "pitted"
additem "afrika_trim"
additem "afrikatrim2"
additem "cornerstones"
additem "frenchposter1"
additem "tudor"
additem "europe_trim"
additem "floordrain"
additem "fc_wthrdconcrete"
additem "afrika_map1"
additem "afrika_map2"
additem "frenchpostr_1a"
additem "jh_km_marker"
additem "jh_oran"
additem "tapstry_af1"
additem "mag1"
additem "pinup1"
additem "shutter_set2"
additem "ties_decal"
additem "icecicles"
additem "shutter_set2W"
additem "shutter_W"
additem "calendar"
additem "pinup1duparispj"
additem "poster4"
additem "revue_poster2"
additem "shepherd"
additem "bunkervent_1"
additem "daily_gorring"
additem "germanpst1"
additem "grmnsn_halt1"
additem "jh_airfield"
additem "jh_gasstorage"
additem "jh_gasstorage2"
additem "jh_h20disbursement"
additem "jh_noentry1"
additem "jh_nosmoking_ger"
additem "jh_remagen2km"
additem "minen"
additem "minen_alt"
additem "minen_alt2"
additem "picture1"
additem "picture2"
additem "pictureset_3a"
additem "pictureset_3b"
additem "picture5"
additem "victorioussml"
additem "bulletset_1"
additem "jh_maskwin1"
additem "jh_cottonwood2"
additem "jh_cottonwood3"
additem "jh_foliage1"
additem "jh_foliage2"
additem "jh_foliage4"
additem "jh_foliage5"
additem "jh_foliage6"
additem "pj_roots1"
additem "vorsicht"
additem "erster"
additem "eagleglobe"
additem "bar1"
additem "antiquites"
additem "townhallwindow"
additem "church_cornertrimsml"
additem "cracked3"
additem "char"
additem "treadmarks_conc"
additem "treadmarks_ground"
additem "bullet_plasterhit"
additem "treadmarks_conc2"
additem "treadmarks_ground2"
additem "muddy1"
additem "grass_tuft"
additem "weeds_decal"
additem "rubble2_decal"
additem "danger_hot"
additem "french_advert2"
additem "french_advert3"
additem "vivedegaulle"
additem "carpet_fancy1"
additem "carpet_fancy2"
additem "carpet_fancy3"
additem "sign_storeblu"
additem "sign_store"
additem "electrical"
additem "barrage"
additem "bunker_legend"
additem "CO_danger"
additem "emergency_exit"
additem "enemy_listening"
additem "entrance"
additem "entrance_defense"
additem "gas_attack"
additem "gas_victim"
additem "machinery"
additem "motto1"
additem "motto2"
additem "motto3"
additem "motto4"
additem "motto5"
additem "motto6"
additem "no_smoking"
additem "plug"
additem "quarter_number"
additem "rangefinder1"
additem "rangefinder2"
additem "relief_valve"
additem "Standig"
additem "vierville1"
additem "vierville2"
additem "vierwille3"
additem "vierville4"
additem "zutritt_verboten"
additem "1st_floor"
additem "2nd_floor"
additem "3rd_floor"
additem "4th_floor"
additem "resistance_warning"
additem "a"
additem "b"
additem "1"
additem "2"
additem "3"
additem "Painting_master1"
additem "Painting_master2"
additem "Painting_master3"
additem "Painting_master4"
additem "Painting_master5"
additem "tapestry_master7"
additem "Painting_master8"
additem "arrow"
additem "ein"
additem "swei"
additem "drei"
additem "mundepot1"
additem "mundepot2"
additem "sub_motto1"
additem "torpedolagen1"
additem "torpedolagen2"
additem "tower_center"
additem "versdepot1"
additem "versdepot2"
additem "we_build"
additem "bei_brennendem"
additem "bei_gasgefahr"
additem "maschinenraum"
additem "fernsprechverteiler"
additem "watercloset"
additem "starkstromverteiler"
additem "french_advert1"
additem "nettingshadow"
additem "fenceshadow"
additem "blackboard"
additem "france_advert1"
additem "mortar_sandhit"
additem "deadfish"
additem "deadfish_school"
additem "regpalmshadow"
additem "pole_shadow"
additem "cagelightshadow"
additem "cagelightshadow_vert"
additem "cards1"
additem "cards2"
additem "cards3"
additem "cards4"
additem "sous_sign"
}
Posted: Tue Apr 20, 2004 12:44 pm
by fillstar
Thanks BD that help heaps but i am still at a loss as to which pak i need to dump my tga's. I have tried several and some how managed to get one to work i updated the urc file you suggested and managed to get it working in the decal console, but i dunno how it did it, without gettin lost i should have writen it down. So can you let me know which pak i need to use..
Posted: Tue Apr 20, 2004 2:58 pm
by fillstar
Okay i sussed this out a bit what i did was make a user-pk3 file with my custom tga's, a ui dir with a decals.urc and a script folder with a decals.shader in it and i can now call it up in the decals console, (i needed the shader file cos without it the decall reported as "bad decal") but, naturally if the user-decals file is missing the map will crash. So is there anyway to get around this and have the map load as normal for ppl with the decals file?.
I noticed after i save the changes a DCL file is created in the mainta/maps folder, and suspect that is why. So any clues anyone ?
Posted: Wed Apr 21, 2004 6:03 am
by bdbodger
The people loading the map will need the dcl file , the texture and the shader for the texture . Also if you change the bsp you will need to remake the dcl file .