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Decal life
Posted: Wed Jan 12, 2005 1:05 pm
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?
Posted: Wed Jan 12, 2005 4:38 pm
by jv_map
Uhm how did you make the decal?
Posted: Wed Jan 12, 2005 5:22 pm
by Mj
Tbh, I dont really know
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?
Posted: Thu Jan 13, 2005 8:45 am
by Mj
Question 2, where do i find .spr files? (specifically gren_boom.spr)

Posted: Thu Jan 13, 2005 8:54 am
by jv_map
They're just shaders, not files

Posted: Thu Jan 13, 2005 10:04 am
by Mj
Oh dear... I sense much shader searching ahead
Any ideas of how to get my decal to live long?
Posted: Thu Jan 13, 2005 1:53 pm
by Green Beret
check the sprites folder

Posted: Thu Jan 13, 2005 3:59 pm
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...
Posted: Thu Jan 13, 2005 4:43 pm
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
Posted: Thu Jan 13, 2005 6:43 pm
by wacko
Mmmmm

. What decal were u talking about? I watched some bulletholes and they didn't vanish in 2 or 3 minutes...
Posted: Thu Jan 13, 2005 6:56 pm
by Mj
Uhm... special ones
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
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

Posted: Thu Jan 13, 2005 8:40 pm
by wacko
Mj wrote:Uhm... special ones
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
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?
Posted: Thu Jan 13, 2005 8:42 pm
by Mj
The blastmark doesnt appear on vertical surfaces

Posted: Thu Jan 13, 2005 8:55 pm
by wacko

good point. then making the blastmark invisible. making a new blastmark.tga being completely transparent, would this work?
Posted: Thu Jan 13, 2005 9:44 pm
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?