HPL3/Level Design/Decals

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Decals

Decals are used to add detail to geometry. Scorch marks, blood splatters and such can be added with this tool, only thing needed is a proper material and a surface to apply it to.

General Parameters:

  • Name: Name of the decal.
  • Position: 3D Vector storing the world position of the decal center.
  • Rotation: 3D Vector storing the rotation for the decal volume.
  • Scale: 3D Vector storing the size of the decal volume.

Specific Parameters:

  • Affected surface types: These three buttons will set which types of geometry objects are to be affected by the decal.
  • Material: Material file for the decal.
  • Current SubDiv: index of the subdivision currently in use. These are numbered in a left to right, up to down order.
  • Decal Offset: distance that will separate the decal from the "host" surface.
  • Max triangles: maximum number of triangles the decal will use when generating the mesh.

Decal EditMode

Decals are used to add detail to geometry. Scorch marks, blood splatters and such can be added with this tool, only thing needed is a proper material and a surface to apply it to.


The EditMode window has some parameters to control the creation, as follows:


Surface types affected: these buttons will set whether a geometry object will be affected by a decal. Can be Static Objects, Entities and Primitives. Material: .mat file that will be used by the decal. Angle: 2D rotation of the decal around the surface normal axis. Can be randomized. Size: 2D size of the decal. Depth: if "Use custom depth" is false, this will be the greatest value from the 2D size vector. Else, it will be picked from the input. Color: color value that will be multiplied by the decal material color. UV SubDivisions: this input will control if the decal material should be subdivided, and how many subdivisions there will be. Use SubDiv: this control offers selection of which subdivision should be shown, or just choose a random one on creation.


More on decals here.