Nuclide
Software Development Kit for id Tech
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Handle the placement of random decals from a group. More...
Functions | |
void | DecalGroups_Init (void) |
void | DecalGroups_Place (string group, vector org) |
int | DecalGroups_NumForName (string group) |
void | DecalGroups_Precache (void) |
void | DecalGroups_Receive (void) |
Handle the placement of random decals from a group.
A decal group consists of one material per line: groupname { "textures/decals/foo" "1" "textures/decals/bar" "1" } And the weight is used to determine how often the decal gets used. If you're unsure, put in "1". Also, any group named 'TranslationData' will be ignored. That group is used in Source Engine games to map the 'gamematerial' keys from surfaceproperties.txt over to a decal. The reason why we can't support it is simple: In Source, decals are tied to surfaceproperties and in GoldSrc the weapons are responsible for deciding which decals to use on a surface. We obviously cannot do both, but the GoldSrc way is the most appropriate one for our purposes.
int DecalGroups_NumForName | ( | string | group | ) |