V1.3 - DECALS

Discussion in 'FAQ & Feedback' started by Hummel-o-War, Dec 16, 2020.

  1. IllusiveStudios

    IllusiveStudios Ensign

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    I have decals working great in my single player game, but when I go to local Co-op and start the server, the textures and audio can't be found. What am I forgetting to do? I have the files in the scenario folder and on the blueprint in the game save file. Is there a seperate game save file for dedicated server?
     
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  2. IllusiveStudios

    IllusiveStudios Ensign

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    Update, It worked on a new server that I set as Default Multiplayer. I changed my old server to "Custom Scenario: Default Multiplayer" in the "dedicated.yaml" file but that does not seem to be changing the scenario. Is it possible to change a scenario of a current server?
     
    #22
  3. You can never change the scenario used in a current (already started) game. You always have to create a brand new game to change the scenario.
     
    #23
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  4. stacalkas

    stacalkas Ensign

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    Am I using specular maps correctly? I thought the white area received all the highlight. Also, using version 1.4 3259.
     

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  5. Kassonnade

    Kassonnade Rear Admiral

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    I tried a few things too and specular doesn't show any difference. In fact specular is usually a characteristic for solids, seen on edges or curved surfaces as a "highlight" spot (like a "speck"). Since decals are flat, there is no point that receives light at a different angle than the rest, so I have no clue how the game can decide what part should get the "specular highlight". It is not related to a color, but to light angle.

    You might try with a bit of emissive color/ white instead to make the white parts stand out. At least this one works well.
     
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  6. Kassonnade

    Kassonnade Rear Admiral

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    Ok. I know I'm late a bit here, but here is what I found, just in case anyone is still interested.

    In the decalsdef.txt of the default creative scenario's \SharedData\Content\Prefabs, we can see 4 examples to be used by the decals gun. While in game, we can select the "Decal Gun Debug" from the weapons tab, and use right mouse button to choose options. There are 2 groups from which we can choose decals, but only one decal per group can be accessed during gameplay : the first decal defined for each group. To access the other decals from a group we have to comment-out the decals placed higher in the decalsdef.txt file.

    Two new decals types are shown in this decalsdef.txt : a sprite atlas and a sprite sheet. We can see both types in the "Prefabs" folder, their names are "SpriteSheet.png" and "SignDecals_2k.png", and both have an alpha channel so anywhere there is no colored pixel the image will be transparent, if the "Mode=Cutout" is enabled.

    The "SpriteSheet" is simply defined as a series of numbers representing columns, rows and frames-per-second value (default is 30). This provides an easy way to make small animations like explosions or light effects (see the example). The Sprite sheet shown as example is a square image with 8 rows of 8 images, and is defined like this in the decal definition :

    -SpriteSheet=8,8,30

    So this will be played as an image sequence, 64 images at 30 frames per second.

    The "AtlasDecal" is an image also with alpha channel for transparency, and shows many smaller images that can be accessed and defined by the top left corner coordinates in the larger image, and then by the horizontal and vertical dimensions, in pixels. In the decal definition, it is defined like follows :

    -Rect=1144,690,215,209

    ... which means the small image to be used has its top left corner at coordinates 1144 pixels (horizontal) and 690 pixels (vertical) and from there we tell the game to get an area of 215 pixels horizontal, then going down 209 pixels vertical.

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