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	<title>Decals - Revision history</title>
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	<updated>2026-04-07T18:53:47Z</updated>
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		<id>https://wiki.splashdamage.com/index.php?title=Decals&amp;diff=3321&amp;oldid=prev</id>
		<title>Ducks: Batch update</title>
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		<updated>2007-11-21T15:30:29Z</updated>

		<summary type="html">&lt;p&gt;Batch update&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Decals - such as wall stains, cracks and marks - are semi-transparent textured patches placed just slightly in front of world geometry. Using decals adds variety to the monotony of plain, tiled textures, and also help visually integrate [[map objects]] with world geometry.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[Image:decals_building.jpg|frame|none|Before and after example of using decal patch meshes to 'dirty-up' a building, breaking up the repeating textures.]]&lt;br /&gt;
[[Image:decals_bridge.jpg|frame|none|Island's bridge uses a MD5 decal model]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
# Create a [[Brush Basics|patch]] for the decal to appear on.&lt;br /&gt;
# Use the Media Browser to find an decal texture for the patch (search for 'decal')&lt;br /&gt;
# Move the patch so it is flat against a wall&lt;br /&gt;
&lt;br /&gt;
[[Image:decals_usage.jpg|frame|none|Using a textured patch placed flat against a wall as a decal.]]&lt;br /&gt;
&lt;br /&gt;
* Note: some decals require that the patch be placed slightly away from the wall (0.5 units or so) in order to avoid z-fighting. This can be countered by using decals with the 'polygonoffset' parameter set.&lt;br /&gt;
* Note: most decals don't contribute to the collision mesh, but it is always wise to turn off their 'Solid Collision' flag in the Primitives inspector.&lt;br /&gt;
&lt;br /&gt;
== Material Setup ==&lt;br /&gt;
Since decals are non-collidable, (usually) transparent, placed flush against walls and don't cast shadows, they need a special material setup in order to appear correctly in-game. &lt;br /&gt;
&lt;br /&gt;
For example, here's the definition in {{filename|decals_new.mtr}} for the {{filename|textures/decals/decal14}} texture in the usage example above:&lt;br /&gt;
&lt;br /&gt;
 material textures/decals/decal14&lt;br /&gt;
 	{&lt;br /&gt;
 	sort decal&lt;br /&gt;
 	polygonoffset&lt;br /&gt;
 	nonsolid&lt;br /&gt;
  	translucent&lt;br /&gt;
  	{&lt;br /&gt;
  		blend		filter&lt;br /&gt;
  		map 		textures/decals/decals_14_d.tga&lt;br /&gt;
  	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Its parameters are fairly self-explanatory:&lt;br /&gt;
* &amp;lt;tt&amp;gt;sort decal&amp;lt;/tt&amp;gt; - ensures the renderer sorts faces using this texture with other decals&lt;br /&gt;
* &amp;lt;tt&amp;gt;polygonoffset&amp;lt;/tt&amp;gt; - 'lifts' the decal away to prevent z-fighting&lt;br /&gt;
* &amp;lt;tt&amp;gt;nonsolid&amp;lt;/tt&amp;gt; - so the decal won't contribute to the collision hull (to stop the player getting caught on it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* See [[Materials]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Brush Basics]]&lt;br /&gt;
* [[Detail Groups]]&lt;br /&gt;
* [[LOD Groups]]&lt;br /&gt;
* [[Materials]]&lt;br /&gt;
* [[Map Objects]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Level Design]]&lt;/div&gt;</summary>
		<author><name>Ducks</name></author>
		
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