Ioy@Posted: Fri Aug 27, 2004 5:19 am :
textures/decals/hurt02
{

qer_editorimage textures/decals/hurt02.tga
DECAL_MACRO
decalInfo 36000 2 ( 1 1 1 1 ) ( 0 0 0 0 )

{
if ( parm7 == 0 )
blend gl_dst_color,gl_zero
map textures/decals/hurt02.tga
clamp
}
}


how can i make that decal smaller when it appears?
changing the image size does nothing



rich_is_bored@Posted: Fri Aug 27, 2004 5:27 am :
Something like this...

Quote:
textures/decals/hurt02
{

qer_editorimage textures/decals/hurt02.tga
DECAL_MACRO
decalInfo 36000 2 ( 1 1 1 1 ) ( 0 0 0 0 )

{
if ( parm7 == 0 )
blend gl_dst_color,gl_zero
map textures/decals/hurt02.tga
scale 0.5, 0.5
clamp
}
}


Although I can't remember if you increase the number or decrease it. I remember something screwy about the parameters.



Ioy@Posted: Fri Aug 27, 2004 5:37 am :
tried it earlier b4 i posted...didnt show up in game at all :(



kat@Posted: Fri Aug 27, 2004 2:30 pm :
I think it's tcMod scale 2 2 smaller numbers make the texture bigger, the '2 2' listed will make the material repeat twice over a given area.

When in doubt look thru the Quake3 shader manual



Ioy@Posted: Fri Aug 27, 2004 6:14 pm :
hopefully this works



Ioy@Posted: Fri Aug 27, 2004 6:22 pm :
error Unknown token tcMod



kat@Posted: Fri Aug 27, 2004 7:05 pm :
What are you actually trying to do with this? If you want the texture to be 'smaller' ingame why not scale as such ingame on a brush? What you'll end up with in this case is the texture being force repeated on the brush that you set it on.



Ioy@Posted: Fri Aug 27, 2004 7:33 pm :
im trying to make the flesh wound hits smaller but when i do the show up as squares



kat@Posted: Fri Aug 27, 2004 9:44 pm :
That's probably becasue you should be using an alphachannel to mask out the 'dead space' of the texture (if that is in fact what you're trying to do here). What you've got there is a blend mode not a mask so the texture will show up 'as is' (square but blending with layers underneath/on top of it)unless you use some like GE128 (need to check). I take it you've looked at the material files for similar things in the game? Tha's always the best reference point.



Ioy@Posted: Fri Aug 27, 2004 9:47 pm :
yeah i have but does doom 3 support dds 1 alpha? becuase im not sure if it does



kat@Posted: Fri Aug 27, 2004 10:06 pm :
Ooooh you should have said you were using DDS. I'm afraid you're on your own on this one as I don't know what that format supports.



Ioy@Posted: Fri Aug 27, 2004 10:48 pm :
lol i just dont want the weapon flesh hits as big but i cant find a way to scale them down