View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002336||DarkRadiant||Map Editing||public||06.08.2010 13:11||11.01.2013 09:45|
|Summary||0002336: Decal issue (grime corners) - see-through effect. when behind another patch|
|Description||The 'grime_corners' texture or other 'grime family' transparent textures are used in front of the self-lit windows texture 'roundtop_diamond_pattern01_lit' the decal becomes dark around the edges - I will make a short vid to illustrate what I mean - |
And I have attached a small test map.
|Tags||No tags attached.|
decal.map (25,808 bytes)
|I tried workaround where I used a brush instead of a patch and place that just in front of the window, but the the issue is still there - which suggested its with the texture not licking being behind a patch.|
Does this have anything to do with the way decals are painted at run-time?
I can have a decal as much as 9 units behind a brush be painted over that brush if I'm far enough away in the map. Up close, TDM properly Z-buffers the two, but at a distance, it paints the decal in front of the brush. I've noticed this with other decals (vines), so this might not be an issue with just the grime decals.
|I will check.. but I think it only effects certain decal textures. So this maybe a case of the textures being poorly or incorrectly made.|
|In answer you your question Gman, I don't know. But what you described is exactly what's happening.|
|Fyi - This still happens with TDM 1.08.|
||File Added: decal.map|
||Note Added: 0003168|
|22.08.2010 23:23||grayman||Note Added: 0003178|
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