Source SDK

Source SDK

Watsonnn Jun 25, 2016 @ 7:49am
Some decals don't appear when I compile on expert mode
However I have to compile in expert mode otherwise props are black. :[

Any help?
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Showing 1-15 of 15 comments
holly’s tea Jun 25, 2016 @ 1:17pm 
why don't you use "Full both"? That one takes the longest but is the highest-quality-like-one-thing-you-know
Watsonnn Jun 25, 2016 @ 1:28pm 
I tried every mode but none work
holly’s tea Jun 25, 2016 @ 1:30pm 
Originally posted by Sam:
I tried every mode but none work
What do you mean by decals? When you shoot on to a wall?
Watsonnn Jun 25, 2016 @ 1:31pm 
Originally posted by Raybe:
Originally posted by Sam:
I tried every mode but none work
What do you mean by decals? When you shoot on to a wall?
As in graffiti, stains, leaves
holly’s tea Jun 25, 2016 @ 1:33pm 
and in hammer they are overlays? Or something called anything with decals (i don't use decals, I always use overlays, they're static and less buggy)
Watsonnn Jun 25, 2016 @ 1:35pm 
Originally posted by Raybe:
and in hammer they are overlays? Or something called anything with decals (i don't use decals, I always use overlays, they're static and less buggy)
How do you use overlays instead? I find textures in /decals/ etc then click on the target looking tool and put on a surface
holly’s tea Jun 25, 2016 @ 1:38pm 
I mean the entity type (info_overlay), not the texture type.
In hammer, over the clipping tool, there is the overlay tool.
Place an overlay in your level on a wall, in its properties you can choose the wall(s) it should be visible on and you can choose ANY texture
Last edited by holly’s tea; Jun 25, 2016 @ 1:38pm
Watsonnn Jun 25, 2016 @ 1:39pm 
That still doesn't explain why it only works on normal compile mode :[
Watsonnn Jun 25, 2016 @ 1:39pm 
Can I just change mydecals to overlays or not ?
holly’s tea Jun 25, 2016 @ 1:40pm 
Originally posted by Sam:
That still doesn't explain why it only works on normal compile mode :(
Here a few explanation:
-Valve
-Hammer is buggy
-Source isn't Unity
Last edited by holly’s tea; Jun 25, 2016 @ 1:40pm
Watsonnn Jun 25, 2016 @ 1:41pm 
Originally posted by Raybe:
Originally posted by Sam:
That still doesn't explain why it only works on normal compile mode :(
Here a few explanation:
-Valve
-Hammer is buggy
-Source isn't Unity
True :[
holly’s tea Jun 25, 2016 @ 1:45pm 
Originally posted by Sam:
Can I just change mydecals to overlays or not ?
Yea. If you change the infodecal to info_overlay you still have to select your wall(s) that it should be visible on. Also the used texture becomes the name when you port it. So copy and paste the overlay name into 'material' and for 'brush faces' click on the wall(s) you want it to be drawn on. hold ctrl for muliple walls
76561198041347291 Jun 26, 2016 @ 1:37am 
Decals and overlays pretty much work the same way. The differences between them are that a decal is static and you cannot do much with it except of toggling it on/off through I/O -- decal requires an edict, so that sucks -- and overlays are much more powerful. They work the same way as a decal would but you can rotate them, resize them and apply it to different faces, basically they have more control over a simple decal and that is why good level designers use overlays instead of decals.
holly’s tea Jun 26, 2016 @ 4:37am 
yea, and you see overlays in hammer, decals not I think
Decals do appear but it quite buggy ever since Steampipe.
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Date Posted: Jun 25, 2016 @ 7:49am
Posts: 15