Hi, does anybody know how to force the Decal doodad to show up on low settings?
I am using the Decal doodad for the line variations it has to create a field with boundaries. I started out using a white (sand) texture in order to mimic that, but it loses quality so much every time I save, and is extremely aggravating to draw on a large map.
I did do a search for this problem, but didn't really find anything other than others having the same problem, but I'm hopeful.
Would simply using a different doodad and changing the model and such work?
The Models section of the data editor has a Low Quality Model setting. Duplicating the existing model there should do the trick, though I haven't actually tested it.
I think the best fix to this problem currently is to simply make a new doodad through the data editor and assign it the decal as its model. It's untested, but theoretically should work.
Also, props for showing off a good form of necro'ing.
Tried it, doesn't seem to work. It's almost as if the "not showing with low model option" is inherent to the *.m3 (decal space) itself, although I don't know how that would work. But other *.m3s (decal protoss) are visible with low model settings when linked to the same actor...
Interesting. I have this exact problem and it's the reason I stopped working on one of my maps that I am thinking of reviving. I have spent a lot of time trying to get this to work, but I have reached the same conclusion as Elmaex so far.
The .m3 file of the doodad doesn't have a mesh, it's just a projection with a texture. It seems that low settings don't load projections.
To make the doodad visible on low settings, you'll need to make a new model of a flat plane with data and swap its texture by id, or make a new flat plane model with a 3d editor for each decal with the texture applied to it.
That's most interesting, Cacho. So the first way would only require a model already ingame? Could you consider explaining this in more detail, I think alot of ppl would find it useful.
Here you have it: I've made a flat plane model and gave to it a texture. This can be visible in low quality, and can be placed at different heights.
You can make as many copies of it as variations you need, and then use texture select by id to swap its texture according to the model variation. Just name each variation model "DecalLowQ_XX.m3" (in XX goes the variation number starting by 00)
I'm attaching an example map. It has only 2 variations, you can make as many as you want in your map. The modified tabs in data are "Models", "Actors" and "Textures".
EDIT: I've Replaced the file. The model was swapping the texture orientation if it was being watched from below.
EDIT2: Now it works correctly with pitch and roll.
Hi, does anybody know how to force the Decal doodad to show up on low settings?
I am using the Decal doodad for the line variations it has to create a field with boundaries. I started out using a white (sand) texture in order to mimic that, but it loses quality so much every time I save, and is extremely aggravating to draw on a large map.
I did do a search for this problem, but didn't really find anything other than others having the same problem, but I'm hopeful.
Would simply using a different doodad and changing the model and such work?
The Models section of the data editor has a Low Quality Model setting. Duplicating the existing model there should do the trick, though I haven't actually tested it.
@Telthalion: Go
Thanks, I found it and changed it to itself. However, It didn't work when I tested.
But when I used the "Lock Game Settings" view, even with preferences set to match game settings, the decal DOES appear.
Is there anything else I can try?
I'm going to necro this thread, as I'm having exactly the same problem and haven't found any solution to it yet.
"Low Quality Model" does not seem to to anything.
@Elmaex: Go
I think the best fix to this problem currently is to simply make a new doodad through the data editor and assign it the decal as its model. It's untested, but theoretically should work.
Also, props for showing off a good form of necro'ing.
Tried it, doesn't seem to work. It's almost as if the "not showing with low model option" is inherent to the *.m3 (decal space) itself, although I don't know how that would work. But other *.m3s (decal protoss) are visible with low model settings when linked to the same actor...
Interesting. I have this exact problem and it's the reason I stopped working on one of my maps that I am thinking of reviving. I have spent a lot of time trying to get this to work, but I have reached the same conclusion as Elmaex so far.
The .m3 file of the doodad doesn't have a mesh, it's just a projection with a texture. It seems that low settings don't load projections.
To make the doodad visible on low settings, you'll need to make a new model of a flat plane with data and swap its texture by id, or make a new flat plane model with a 3d editor for each decal with the texture applied to it.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
That's most interesting, Cacho. So the first way would only require a model already ingame? Could you consider explaining this in more detail, I think alot of ppl would find it useful.
Here you have it: I've made a flat plane model and gave to it a texture. This can be visible in low quality, and can be placed at different heights.
You can make as many copies of it as variations you need, and then use texture select by id to swap its texture according to the model variation. Just name each variation model "DecalLowQ_XX.m3" (in XX goes the variation number starting by 00)
I'm attaching an example map. It has only 2 variations, you can make as many as you want in your map. The modified tabs in data are "Models", "Actors" and "Textures".
EDIT: I've Replaced the file. The model was swapping the texture orientation if it was being watched from below.
EDIT2: Now it works correctly with pitch and roll.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
Awesome, thanks a lot!!