Source Filmmaker

Source Filmmaker

PrivateerMan May 30, 2019 @ 2:39pm
Decal/Overlay Posters via particles?
I noticed that some people are using particle effects that display decals, and are using it for scorch marks, blood splats and bullet holes, but is it possible to use this same system to place posters or writing on walls or floors without having to add said effects into the map itself via the Hammer Editor?
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Showing 1-5 of 5 comments
R234 May 30, 2019 @ 3:43pm 
Yes. Just use a poster texture instead.
PrivateerMan May 30, 2019 @ 3:50pm 
Originally posted by R234:
Yes. Just use a poster texture instead.
The thing is, after trying that out, the Poster ends up mirrored and glitching out.
Case in Point[imgur.com]
Last edited by PrivateerMan; May 30, 2019 @ 3:54pm
R234 May 30, 2019 @ 8:17pm 
Not sure about the mirrored part, you're... probably just looking at the wrong side of it I guess? But for the glitching, which material shader did you use? Particles don't support VertexLitGeneric, seeing as they don't have vertices to calculate the shading from. You have to use UnLitGeneric or SpriteCard.
PrivateerMan Jun 1, 2019 @ 5:44am 
Originally posted by R234:
Not sure about the mirrored part, you're... probably just looking at the wrong side of it I guess? But for the glitching, which material shader did you use? Particles don't support VertexLitGeneric, seeing as they don't have vertices to calculate the shading from. You have to use UnLitGeneric or SpriteCard.
The decals are one-sided, and are invisible from the other side. Also, the overlays make use of LightmappedGeneric, not VertexLitGeneric. And some of these textures don't even have VMTs and are still bugging out, so I'm not sure what to do.
R234 Jun 1, 2019 @ 3:57pm 
LightMappedGeneric is also unsupported by particles, that's the shader for static map brushes. As far as I know, only UnLitGeneric and SpriteCard work properly. If you need it to be lit, you'll have to use a model instead.

A texture with no VMT cannot even be used by SFM, unless it's as a material override. You shouldn't even be seeing them in the materials list in the particle editor.

Still not sure why it would be flipped, though. Maybe a setting in the particle system? The only workaround I know would definitely work is to brute force it by flipping the image in the texture file proper...
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Date Posted: May 30, 2019 @ 2:39pm
Posts: 5