WallDecal overlying question
Posted: Sun Dec 11, 2011 1:02 pm
If there is a flat bsp terrain ground and you want to place decals pointing down that intersect each other,like
cobble stone decal texture and a tree shadow decal.
The tree shadows will anyway want to appear on top of the cobble stone decal and any others that may be placed in the same area.
If this order placement of decals can be done,(i have nt seen an option for that yet.
Or, maybe i could place all over mesh patches with transparency and each patch polygons previously exported at a slightly different height level,named accordingly like:
Dirt1_1 (dirt1 texture _ height level1)
I could export the polygons with a height difference of 0.05 so they wont show up floating on the air,and use the heighest height for the shadows meshes.
For example the tree mesh might have a shadow polygon at the base and exported as one actor.
I was thinking the wilderness area in case i want to make more than one dungeon and place each entrance in a different forest.
cobble stone decal texture and a tree shadow decal.
The tree shadows will anyway want to appear on top of the cobble stone decal and any others that may be placed in the same area.
If this order placement of decals can be done,(i have nt seen an option for that yet.
Or, maybe i could place all over mesh patches with transparency and each patch polygons previously exported at a slightly different height level,named accordingly like:
Dirt1_1 (dirt1 texture _ height level1)
I could export the polygons with a height difference of 0.05 so they wont show up floating on the air,and use the heighest height for the shadows meshes.
For example the tree mesh might have a shadow polygon at the base and exported as one actor.
I was thinking the wilderness area in case i want to make more than one dungeon and place each entrance in a different forest.