Decal object on houses (details)

Discussion in 'Track Modding' started by dominevski, Nov 26, 2013.

  1. dominevski

    dominevski Registered

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    Hi there

    I need to build quite many houses (flats and villas) which all
    look pretty much the same but with different colours and details.
    Although it is not very important that they all look exactly as in
    real life, it looks a little too obvious that they are all the same.
    Excpecially the villas would need some more variation...

    So i came up with this superb idea:
    Instead of making quite large 1024x1024 textures for each house
    I made ONE texture with different kind of windows and doors.
    Then made a bunch of smaller 256 or 128 textures that represent
    all kinds of walls, bricks, wood, etc.

    Now it is very cheap to produce any kind of houses with different
    forms and materials and then create the details (windows, doors)
    on top the house. It takes only 2 polygons for each window and
    I can place them where I want without extra cost.

    Now the problem:
    The windows are 10 - 25 mm above the house wall and allthough
    separated to a its own GMT marked as decal, they still flicker.

    Could it be because of the decal object (windows) is actually around
    the house, means they are in front and at the back of the house
    at the same time? Or is decal only good for road material?

    Any suggestions how to stop flickering? Or maybe a tip how to
    achieve same results with different strategy?
     
  2. wgeuze

    wgeuze Registered

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    I'm curious about this as well, I figured marking something as a decal took away some depth testing no matter which axis direction the object is placed in.

    There's also the 'sorted' checkbox in materials, I'm not sure what this does though.
     
  3. blakboks

    blakboks Registered

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    I don't think you need to make them decal objects. If you attach the doors/windows planes to the house Geo, I believe it'll render properly. I think that's what I have done, anyway. Will update after I check on it if I'm mistaken.
     
  4. dominevski

    dominevski Registered

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    That is what I did to begin with. Initially I had 5 mm spacing between
    the wall and windows. It looked pretty good most of the time but in
    certain distance or angles it starts to flicker. I then increased the
    distance to 10 - 15 mm but it did not help. Only then I separated the
    windows to separate Decal GMT. I thought it would be a good idea as
    these dont need to be collide or shadow caster either. Hard to say if it
    made a difference...
     
  5. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Depending on how many doors and windows you have, I would still consider the option of cutting the polys into the larger wall poly, in the same 2D plane (so no extrusions/tricount explosion). It's a bit of extra work, but it will never produce unexpected results. Anything that requires touching the Z-buffer can result in headaches, especially if it's long distance stuff.
     
  6. wgeuze

    wgeuze Registered

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    What about text or logo on a wall or windows for example :)
     
  7. dominevski

    dominevski Registered

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    Good point, should not be different =)

    Anyways, to cut all windows from the main poly would be really
    messy and even worse if/when geometry needs editing. Imagine
    moving a window one meter...
     
  8. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    If it's close to the track, it should be no problem to use Decals. The Wing at Silverstone uses them for example.
    Decals do become less effective in the distance. For distant background objects that require decals, I typically use 2-5cm ... yep :) .
     
  9. wgeuze

    wgeuze Registered

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    Hmm then I need to double check settings on Zolder :)
     

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