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Map Decals


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Gently
Member
Join Date: Mar 2008
Old 04-06-2008 , 21:30   Re: Map Decals
Reply With Quote #11

awesome plugin.been waiting for ever for this option.....orij1nal-works great on first load if the vtf/vmt is built just right...use these tutorial to learn textures and especially vmt's....http://developer.valvesoftware.com/w...Texture_Format

i ended up with no bugs and very high res at only 62kb.bz2 with this plug...
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sessus
Senior Member
Join Date: May 2006
Old 04-07-2008 , 05:00   Re: Map Decals
Reply With Quote #12

No sure how different handling of decals could avoid the following (@Gently):

This applies for new (!) decals. When a player connects to the server, then the decals download nicely; however, they are not displayed. Restarting the game (e.g. css) solves that issue.

This applies for already downloaded decals (e.g. on the previous day). Decals work just fine.
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imported_Anth0ny
Senior Member
Join Date: Jan 2005
Location: Saturn
Old 04-07-2008 , 07:04   Re: Map Decals
Reply With Quote #13

2 Bernie:

addons\sourcemod\configs\map-decals\*.cfg
addons\sourcemod\configs\map-decals\maps\*.cfg

can you make an all-in-one centalized config?

like this (taked Mani as example):

Code:
"decals_list"
{
	// List decal textures to be available for custom effects via ma_effect
	// and for the map adverts.
	//
	// The first label is the name you use within the ma_effect command and ma_decal to reference
	// the decal texture, the second is the location of the decal itself
	// You can view the decals from the Valve Hammer Editor.

	"lambda"	"decals/lambdaspray_2a"
	"mani_logo"	"decals/custom/mani_admin_plugin/mani_logo"

	"downloads"
	{
		// Add your auto downloads here, each player will be forced
		// to download this content. Try to make your own decal filenames to
		// be unique as possible as your download will NOT overwrite an
		// existing file with the same name.
		//

		"mani_logo.vmt"	"materials/decals/custom/mani_admin_plugin/mani_logo.vmt"
		"mani_logo.vtf"	"materials/decals/custom/mani_admin_plugin/mani_logo.vtf"
	}
}

"decals_positions"
{
	// Map name

	"de_dust"
	{
		// Name of the decals to use (see decallist.txt file)
		// You can specify more than one decal to use per map.

		"mani_logo"
		{
			// X Y Z coordinates of each decal position

			"x"	"266.19424"	// x position
			"y"	"-1855.96875"	// y position
			"z"	"218.25949"	// z position
  		
			"x"	"-1279.96875"	// x position
			"y"	"1198.67468"	// y position
			"z"	"194.21437"	// z position

			"x"	"1020.94836"	// x position
			"y"	"3615.96875"	// y position
			"z"	"228.66261"	// z position
		}

	}

	"de_aztec"
	{
		// Name of the decal to use (see decallist.txt file)

		"mani_logo"
		{
			"x"	"-1095.64136"	// x position
			"y"	"-960.03125"	// y position
			"z"	"-126.18461"	// z position
  		
			"x"	"1316.81494"	// x position
			"y"	"697.58588"	// y position
			"z"	"-180.10448"	// z position

			"x"	"-412.81372"	// x position
			"y"	"0.03125"	// y position
			"z"	"-135.19481"	// z position
		}
	}
}
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 04-07-2008 , 08:04   Re: Map Decals
Reply With Quote #14

Quote:
Originally Posted by sessus View Post
No sure how different handling of decals could avoid the following (@Gently):

This applies for new (!) decals. When a player connects to the server, then the decals download nicely; however, they are not displayed. Restarting the game (e.g. css) solves that issue.

This applies for already downloaded decals (e.g. on the previous day). Decals work just fine.
That seems to be an engine limitation then, I can't do anything to solve that without hacking the Valve update server

@imported_Anth0ny

This would make it very hard for me to save the decal positions to a file, because sourcemod only allows Overwriting the whole .cfg file, and not parts of it, sorry.
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Extreme_One
Veteran Member
Join Date: Nov 2006
Old 04-07-2008 , 08:12   Re: Map Decals
Reply With Quote #15

@imported_Anth0ny
Can't really compare this plugin to MANI since berni's made it so that we can admin this plugin from in-game.

With MANI it was always a pain to find the decal position and then edit the config file from outside the game.
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Davethegreat
Senior Member
Join Date: Nov 2007
Old 04-07-2008 , 11:16   Re: Map Decals
Reply With Quote #16

Will this defiantly work in HL2DM aka has anyone tried it?
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 04-07-2008 , 12:10   Re: Map Decals
Reply With Quote #17

Quote:
Originally Posted by Davethegreat View Post
Will this defiantly work in HL2DM aka has anyone tried it?
If anything fails, read the documentation. Tell me the way you want to die.
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Davethegreat
Senior Member
Join Date: Nov 2007
Old 04-07-2008 , 12:14   Re: Map Decals
Reply With Quote #18

Sorry, I have been very very tired I skim read, and missed that I do applogise.
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Gently
Member
Join Date: Mar 2008
Old 04-07-2008 , 18:39   Re: Map Decals
Reply With Quote #19

sessus = lies....if the decals would not run on first post then you would not be able to play the game until you preinstalled...loaded...and restarted....right?

its in the handling by the engine to the decal i.e. setup you perform...

try this just for fun...make a decal in ps cs2 or whatever. then use nem's
tools{VTF Edit} to
<no Level of Detail, Antriscopic, and eight bit>... then understand the vmt through that wiki
my vmt was as so:
"lightmappedgeneric" {
"$basetexture" "decals\custom\catslogo2"
"$translucent" 1
"$decal" 1
"$decalscale" 0.25
"$surfaceprop" "bloodyflesh"
"$envmaptint" "[.3 .3 .3]"
}

using this i had a fantastic res and ultra sized. and i it works on dl...
i thinks you are using a dx5 or other compression and the engine is ignoring
the texture b/c of decompression. try it my way. alot of folks dont understand the compression and source engine.... my final size after bz2
was 64kb and 1.3 mb before bz2. you should use only bz2 to compress
and use 512x512 rgba88888 uncompressed. heres it my proof on first post high res at 64kb:



p.s. my method does have its own drawbacks. the bz2 saves an enormous amount of bandwidth serverside(obviously) but the client shows slightly longer map load while the bz2 is uncompressed.
i prefer that b/c we use every bit of bandwidth for our 32 man and i would rather pass the buck on this decal... ihope that makes sense.....please let me know if can help anyone with these issues
i am willing to build files for use on your server if need be. this plugin must be supported so it will thrive...

Last edited by Gently; 04-07-2008 at 18:49.
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J@y-R
Senior Member
Join Date: Jan 2007
Location: Hamburg (Germany)
Old 04-07-2008 , 21:11   Re: Map Decals
Reply With Quote #20

xD

Last edited by J@y-R; 04-07-2008 at 21:14. Reason: lol
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