I never really bothered about this over the years, since the flicking (z-fighting) of the decals was bearable. But in AEmod I will massively be using decals and instead of flickering they actually do not show... this seems to be connected to decal and brush with texture it being the same size?!
I already changed the clampmap to map since I need to decals to pan out. Compiled all this looks fine, but in GTKradiant 1.6.4 the decals don't show properly. Was there a way to fix this?
I built a set of decals that look slightly like faux bevelling... basically a gradient (in transparency) edge for true cubes and ramps etc. And not seeing the decals at all in Radiant in many areas is a real annoyance. In AEblocks, the decals where very sparingly used, so not much of an issue visually, and none disappeared.
So presently I am torn... between the flexibility of decals, that I can plaster on brushes with any interchangeable texture on the brush - or easier previewing by baking the decal onto textures directly and using the composite in GTKradiant. (It may be possible to create a "clever" shader, that shows a composite texture only in Radiant, but for the compile uses the desired texture plus the decal on top. Though since the decal is on a nodraw brush and the texture on a structural brush, I doubt that would work.)
The great thing about the decals I am using is that even though they my way in at 1-2 MB TGA files... they compress down to 3-4KB... whereas baking decals on textures would massively create large texture files plus be very much less flexible. Plus decals let my make use of the 1024² textures... a cube only uses 1/4th of the texture, but Q3A's / Radiant's automatic texture panning automatically lets you use the rest of the latter texture on neighbouring cubes, when you have texture lock turned off.
Apparently, as I learned in AEblocks, flexibility, convenience and optimization do not go hand in hand.
Sigh...
I think I may be finding out how desperately Q3A could use hierarchical instancing. Well... only if you are wacky enough, like myself, to try modular mapping.