Decals. We need decals

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Decals. We need decals

Postby Edward850 » 11 Oct 2007 08:37

Decals. We need decals.
Decals. We need decals.
Decals. We need decals.

Sorry, but my mind got stuck in a loop.
But yeah, we need decals... *zombie moan*
Deecallls....

Anyway, I'm basicly looking at blood and scorch decals all over the place. Floors, walls, ceilings. Yeah. Because of vavoom being poly rendered, I dont see this becoming a hudge challenge.
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Postby Firebrand » 11 Oct 2007 22:35

I second the suggestion, heh! ;)
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Postby Alex-bomber_Man » 02 Dec 2007 10:30

I supprt it! If needed - i have lot's of self-created decal graphics =) Janis!!! Please!!!!
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Postby Edward850 » 02 Dec 2007 18:33

I would consider it better to dig into half-lifes files and get the decals from there.
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Postby Alex-bomber_Man » 10 Dec 2007 09:10

No! Never half-lifes! Vavoom must have its own decals! HL is a fuckin game on a stolen engine! :x
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Postby Edward850 » 10 Dec 2007 09:19

Well someone kicked you in the balls didn't they?
And for some off-topic infomation, HL1 stole nothing.

And instead of yelling about shit, try showing us your decals :D.
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Postby Firebrand » 10 Dec 2007 13:49

Decals. We need decals.
Decals. We need decals.
Decals. We need decals.
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Postby Crimson Wizard » 10 Dec 2007 14:06

Awooo-oo-oo decaaa--aaals :lol:
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Postby Crimson Wizard » 11 Dec 2007 20:55

People, we can have decals already. I found out there s a parameter in Entity class that allows to make sprite always face one direction. It works.
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Postby Edward850 » 12 Dec 2007 02:40

Who wants that? We want decals, not hacked decals 8).
Also, its not the same as I have requested.
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Postby spiderman » 12 Dec 2007 05:12

Crimson Wizard wrote:People, we can have decals already. I found out there s a parameter in Entity class that allows to make sprite always face one direction. It works.


This might also be of interest...

progs/common/engine/Object.vc wrote:enum
{
// Generate the sprite's axes, with sprup straight up in worldspace,
// and sprright parallel to the viewplane.
SPR_VP_PARALLEL_UPRIGHT,
// Generate the sprite's axes, with sprup straight up in worldspace,
// and sprright perpendicular to sprorigin.
SPR_FACING_UPRIGHT,
// Generate the sprite's axes, completely parallel to the viewplane.
SPR_VP_PARALLEL,
// Generate the sprite's axes, according to the sprite's world
// orientation
SPR_ORIENTED,
// Generate the sprite's axes, parallel to the viewplane, but
// rotated in that plane around the centre according to the sprite
// entity's roll angle. So sprforward stays the same, but sprright
// and sprup rotate
SPR_VP_PARALLEL_ORIENTED,
// Generate the sprite's axes, with sprup straight up in worldspace,
// and sprright parallel to the viewplane and then rotated in that
// plane around the centre according to the sprite entity's roll
// angle. So sprforward stays the same, but sprright and sprup rotate
SPR_VP_PARALLEL_UPRIGHT_ORIENTED
};
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Postby Crimson Wizard » 12 Dec 2007 15:20

Well, perhaps it's not for decals anyway, I could be mistaken.
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