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Source SDK

VladoK Mar 29, 2017 @ 2:16pm
Overlay decal not seen ingame
I wanted to add a picture in my map on the wall. I used Overlay decal and Info Decal. It works fine in Hammer (I can see that picture) but when I compile the map and run the map that picture is just black. If I shoot with the gun near that picture then it can be seen.

Here is my .vmt file:

"LightmappedGeneric"
{
"$basetexture" "vgui\logos\ehlogo"
"$translucent" "1"
"$vertexcolor" "1"
"$vertexalpha" "1"
"$decal" "1"
"$decalscale" "0.25"
}

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Showing 1-10 of 10 comments
Remove these 2 strings:
"$vertexcolor" "1"
"$vertexalpha" "1"
VladoK Mar 30, 2017 @ 7:49am 
Still not working. Check the screenshots: http://imgur.com/a/arFao

My .vmt file:

"LightmappedGeneric"
{
"$basetexture" "vgui\logos\ehlogo"
"$translucent" "1"
"$decal" "1"
"$decalscale" "0.25"
}

If the decal is in a bright area, you can replace "LightmappedGeneric" with "UnlitGeneric". In this way the decal will be fullbright. If still doesn't work, I suggest you to copy vtf and vmt (editng the path, of course) in your custom materials folder, subfolder "decals". I'm not sure if vgui folder is working.
VladoK Mar 30, 2017 @ 11:05am 
"UnlitGeneric" fixed my problem. Thanks :)
VladoK Mar 30, 2017 @ 11:37am 
Another question regarding to my .vmt. Is it possible to prevent spraying players spray over my decal/overlay/image. As you can see on the picture ( http://imgur.com/a/MIrY1 ) my spray covered my decal/overlay. Is it possible to prevent that?

My .vmt:

"UnlitGeneric"
{
"$basetexture" "vgui\logos\ehlogo"
"$translucent" "1"
"$decal" "1"
"$decalscale" "0.25"
}

***Edit**

Now I realised that if my image is decal then if I spray on it my spray stays behind my decal, so thats how I like it. But if I use overlay then if I spray on my image my image is covered by the spray as on image above. I'd like the spray to be behind my image as on decal using overlay too. Because in overlay I can resize my image as I wish.


Thanks.
Last edited by VladoK; Mar 30, 2017 @ 11:48am
Rectus Mar 30, 2017 @ 12:22pm 
Sprays themselves are implemented as decals, and there is a $nodecal "1" parameter that prevents decals from showing up on a material. It probably only works when the material is applied to a brush or model, rather than as a decal or overlay.
Originally posted by Rectus:
Sprays themselves are implemented as decals, and there is a $nodecal "1" parameter that prevents decals from showing up on a material. It probably only works when the material is applied to a brush or model, rather than as a decal or overlay.

To get what you want, following the info by Rectus, you can use your logo as brush texture, cutting the wall all around your banner, and texturing that portion with your logo. Make and save with a new name another vmt with these parameters:

"UnlitGeneric"
{
"$basetexture" "vgui\logos\ehlogo"
"$nodecal" "1"
}

Try also "LightmappedGeneric", maybe using it as normal texture you can see it.

BTW... if you need to resize your decals, you can save more vmt's, changing the decalscale value. Tip: rename your vmt's: ehlogo, ehlogo_small, ehlogo_big. So you have different vmt's referring to the same vtf. ;)
Last edited by [B.n.B] AlcyToronto; Mar 30, 2017 @ 3:17pm
VladoK Mar 31, 2017 @ 4:52am 
Thanks, I'll give it a try :)
MrGermandeutsch Apr 1, 2017 @ 1:51pm 
Have you tried adding lights to your map BEFORE starting the game?
I mean ... some Mapper don't put lights in their maps at first when they start the game with the map.
The Issue here is ... when you are inside this Light-Less World, everything is bright.
And when you open your map again, after adding lights, the world is still bright. But a few things start to work like usuall as if there is light and darkness.
(And there goes my English-Lessons ...)
[S]zas! Jan 7, 2020 @ 2:13pm 
Originally posted by MrGermandeutsch:
Have you tried adding lights to your map BEFORE starting the game?
I mean ... some Mapper don't put lights in their maps at first when they start the game with the map.
The Issue here is ... when you are inside this Light-Less World, everything is bright.
And when you open your map again, after adding lights, the world is still bright. But a few things start to work like usuall as if there is light and darkness.
(And there goes my English-Lessons ...)

Oh thanks pal! I had the same problem than OP and your advice did the trick :steamhappy:
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Date Posted: Mar 29, 2017 @ 2:16pm
Posts: 10