Decals are textures which can be mapped to environment objects & terrain. Their main use is adding detail and variation to the scenery. Blood splats, ambient shadows and footprints use them too.
To create a custom decal, the following files are needed:
- XML File - What you select when loading the decal
- ColorMap - The texture for the decal
- NormalMap - Has normal information for the decal TODO: is this necessary or are there fallback files?
This file is what you load in the engine to make the decal show up. It links to a color texture and a normal texture that make up the decal. To avoid issues we recommend using .tga as texture format, though .png works most of the time as well.
<?xml version="2.0" ?> <Type>generic</Type> <DecalObject> <ColorMap>Data/Textures/Decals/Rocky/black_dust_c.tga</ColorMap> <NormalMap>Data/Textures/diffusebump.tga</NormalMap> <ShaderName>decal</ShaderName> </DecalObject>
|ColorMap||<ColorMap>Data/Textures/MyColorMap.tga</ColorMap>||path to the color texture file (.tga, .tif or .png)TOOD: Confirm|
|NormalMap||<NormalMap>Data/Textures/MyNormalMap.tga</NormalMap>||Path to the normal map texture file (.tga, .tif or .png)TOOD: Confirm|
|ShaderName||<ShaderName>decal</ShaderName>||Name of shader to use from ../Overgrowth/Data/GLSL/ (.frag and .vert)TOOD: Confirm|
Can be created with any image manipulation program.
Can be created with any image manipulation program. Must have the same dimensions as the texture file. TODO: is this True?