skayne: Not sure at all since I barely used decals but maybe it's because the camera enters the projection volume of the decal, try to put the decal volume closer to the wall.
Anyone have any luck with decals in DX11? As soon as I add a decal in, lighting breaks and all my meshes turn translucent :/ EDIT: And now it works. :poly141:
Hey I think I sort of fixed it myself, I just set the cull distance of the decals to make the decals disapear within range and now I can tiledshot without a problem.
I got the crashing part of the decals figured out but now for some reason I cant get the green slime decal to project on my mesh, but it will project on the game's default wall. Need some advice.
Jordan: Another question for you... I have always tried to avoid decals when possible. I've never found any concrete evidence that they are hard on the system, but it's another one of those things I've heard to use sparingly. Would it make more sense to use decals for major cracks in walls or should I use material…
@OBlastradiusO: Double check your static mesh to make sure it's Accepts Static Decals setting is checked on. Select you mesh in the level hit F4 to bring up it's properties. Open the StaticMeshActor tab, then open the Rendering tab under that, Accepts Static Decals should be right there. The DecalActor itself also has a…
I had a problem recently on almost all my pictures that used tiledshot in UT3: This is really annoying as I cant do anything with this material. I'd like to know if you guys know a workaround to this. It may be caused by some decals further away on my map, at close range ingame it does this when the camera enters a decal…
I've got another problem with the lighting. After I got the decal to work correctly NOW the light wont show up on my static mesh. I'm such a newbie. It's got to be something simple i'm not doing. Any suggestions?