Are floor decals possible?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
steelbread
Posts: 4
Joined: Mon Jul 19, 2010 21:45

Are floor decals possible?

Post by steelbread »

Is it possible to place a decal like a blood stain on the floor within a level editor? If so than how do I achieve this?
User avatar
Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: Are floor decals possible?

Post by Gez »

No, it is not possible.
dark-slayer-201
Posts: 149
Joined: Thu Jul 16, 2009 14:31

Re: Are floor decals possible?

Post by dark-slayer-201 »

You can with a flat 3d model with a blood texture assigned to it. It is only an actor, so i will cause over hanging when places over a step or a slope.
User avatar
Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: Are floor decals possible?

Post by Gez »

Yeah, and it will not adapt to the angle of a sloped floor or ceiling...

For placing it in an editor, your best solution is to make texture variants and use sectors to apply them...
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: Are floor decals possible?

Post by Enjay »

Gez wrote:Yeah, and it will not adapt to the angle of a sloped floor or ceiling...
In Risen3D, models can adapt to the angle of the slope they are on (eg dropped weapons will align themselves to the angle of a sloped floor if they fall on to one (though with weapon models rotating, this can sometimes look a bit odd - though better than if they rotated into and out of the floor had they not aligned to the slope)).

Anyway, I wondered if anyone felt like investigating how such a feature might be added to GZdoom (probably as an actor-by-actor based flag or something would be most useful). I suspect that it won't happen, but no harm in mentioning it eh? :)
User avatar
Firebrand
Dev Builds Team
Posts: 126
Joined: Mon Aug 10, 2009 21:00
Location: Mexico
Contact:

Re: Are floor decals possible?

Post by Firebrand »

The slopes angle must be calculated when generating them, so this same angle could be used to set the models pitch angle and make them adapt to sloped sectors, it shouldn't be too difficult to implement IMO :).
I'm the ruler of the Fire Power.....
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Re: Are floor decals possible?

Post by Nash »

Oh if someone implements model sloping, that would be ACE! I was using models for the drivable cars in my Rise of the Dead mod, but there was no way to make cars follow slopes so it wasn't possible to construct sloped maps, otherwise it would look really ugly how a car remains flat 90 degrees even though it's on sloped terrain!
DaniJ
Posts: 130
Joined: Sat Oct 08, 2005 19:22

Re: Are floor decals possible?

Post by DaniJ »

Unfortunately its not as easy as that Firebrand. The proper way to do this is similar to the way a suspension model is setup in a good driving game physics engine. In otherwords you need multiple sample points and a "floating-table". AFAIK Risen3D doesn't do this, it just derives the 3D rotation from the slope of the subsector at its center.
Locked

Return to “GZDoom”