Product Chat / [SOLVED] How to Import Decals

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Protag
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Posted: 1st Feb 2020 01:00
im trying to add guide signs to my game as writing on the walls but i dont know how to import decals into the game. or even how to write on walls. i was told i could use blender to apply a texture to a flat plane but im not all that proficient with blender and even if i was, how would i export it to the correct file type that gameguru uses?

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OldFlak
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Posted: 1st Feb 2020 05:32
Hey there Protag
With sign decals use a plane as you described. Export as .x (Blender 2.79)
If you have more than one sign, I would use the same plane unwrapped to different parts of the texture. That way you can have multiple signs using the same texture.

If you want the signs to look like writing on the wall, then the texture will need to have an alpha channel so it is transparent where there is no writing, save it using dtx5 and put transparency = 6 in the FPE.

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smallg
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Posted: 1st Feb 2020 08:51
Edit one of the stock decals, you can just edit the image/texture then and copy the exiting .fpe and paste with a new name and make it point to the new texture
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Protag
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Posted: 1st Feb 2020 16:38
@smallg this ALMOST worked but im not sure what you mean by "point at the new texture". when i try to add the new edited decal in-game, its just invisible. what do i have to type into the .lua script?
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Wolf
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Posted: 1st Feb 2020 16:47
For entities like this you never have to do anything in LUA

Quote: ""point at the new texture""


Copy your texture into the same folder as the mesh and fpe. Open the .fpe and insert the name of your texture. Make sure your texture is in .dds format for best results.



-Wolf
Protag
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Posted: 1st Feb 2020 17:26
okay i have an understanding of what i need to do but i dont think i have a proper program that can edit .dds files. i tried using gimp but gimp converted them into gimp files
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Wolf
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Posted: 1st Feb 2020 18:33
Use "save as". If gimp does not support .dds you can grab the free tool "paint.net".
Might be daunting at first, but once you get the hang of it you can make entire collections of overlays (decals) in minutes
Protag
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Posted: 1st Feb 2020 18:35
gimp doesnt support .dds by default but i managed to install a plugin that allows for .dds support but i cant save it as a dds file
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synchromesh
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Posted: 1st Feb 2020 18:48
Paint.net does if it helps .. Its Free
https://www.getpaint.net/
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Protag
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Posted: 1st Feb 2020 18:58
alright so, after using paint.net, it worked. i got the decal in the game. i still need to calculate the scale and size it needs to be so the player can read it. the only issue i have left is that the decal is automatically animated, im assuming because i copy/pasted the .fpe and .dds file of an animated decal already in the folder. what editting do i need to make to the script so it becomes a static, readable decal?
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Wolf
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Posted: 1st Feb 2020 19:19
Oh yes, every engine has a bit of a different nomenclature. Decals in GG are animated sprites. What you aim to create is an -> overlay.
Nevermind calculating the scale. You can scale it in engine using the widget.

Don't use the animated decal as a template. Use what I attached.

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3com
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Posted: 1st Feb 2020 19:26
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Edit decal fpe file and line below:
effect = effectbank\reloaded\decal_animate4.fx

Should looks like:
effect = effectbank\reloaded\entity_basic.fx
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Protag
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Posted: 1st Feb 2020 19:33
and there we go. what 3com said was the last thing i needed to do. i now have a consistent way to add static decals as signs to the game.
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Wolf
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Posted: 1st Feb 2020 19:39
That works too! Glad you got it sorted.
3com
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Posted: 1st Feb 2020 19:56
Glad to help.
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OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
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memory mark 2584.8
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Belidos
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Posted: 2nd Feb 2020 09:32
In gimp save and save as are only project save, to save them as different formats you use file/export and the change the name so it says .DDS . PNG etc.

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