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the alpha channel in your editing program (Photoshop,GIMP,etc) hold the key information the shader needs. Create your cutout in black and white, or apply a variety of different strengths with different values of grey ranging from 0-255. Save the image after satisfied with the base and alpha layer. Make sure the layers are checked visible, and export it(save as) a vtf directly from Photoshop, or GIMP. I use Photoshop CS2, its free and allows me to export vtfs with different compression and settings. I recall my custom decals looking warped in the texture browser, and lower quality once placed in the level, but they appeared fine ingame.
vmt info
"lightmappedgeneric"
{
"$basetexture" "filepath"
"$decal" "1"
"$translucent" 1
}
What kind of quality problems do the decals have?
I want it to look like on the left side. So I have to create a black/white alpha mask after all, ok. Will look into the DecalModulate first! Thx guys :3
I saw a lot of decals from Contagion with grey background. Does it means that most of them are using the DecalModulate?
@Update: Ok, I looked into it and some of them are. There are even some with yellow backgrounds but still have transparency. How did they do that? O.o Is there a way to change the background color? Just curious :P
The white parts are from the PNG compression removing areas that are completely transparent to save space. Using TGA or directly converting with a Photoshop plugin will help with that.
Hmm, I'm not sure how a yellow background would work. The DecalModulate shader works by darkening or lightening the texture behind it, so the more difference from the neutral grey, the less transparent it becomes.