Code: Select all
textures/wtest1/slime
{
surfaceparm nonsolid
surfaceparm trans
{
map $lightmap
map textures/wtest1/slime.tga
blendFunc blend
}
}
I haven't tried proper decals yet, I can't really find a hard and fast tutorial on decals specifically so I wrote that little shader. Just from what I've seen, it seems decals use lengthy shaders, polygonOffset, an editor entity and are "projected" onto a surface. I've seen some posts where people get weird lighting because the decals bounce light as well.
Is there something fundamentally wrong with my method? Would using proper decals be more beneficial? My shader is small compared to others, so I feel like it must be lacking in some way...
As I said, I haven't used real decals yet, but I can't imagine them being any easier than this method.
edit: switched to using patch meshes instead of brushes.