There are two method to add decals to your map. You can use in-game menu, following Zappa's tutorial or you can add decals using radiant.
Assuming you already know the basic of mapping, to add decals you need to create a new brush in the same plane of the brush where it would be placed. (eg a wall).Use the decal in one of the faces and apply caulk or nodraw in the others. This is what it looks like in radiant
decal 0.png
But in-game you will see something like this
decal 1.jpg
To fix that issue you need to add this shader
Code:
textures/your_texture_folder/decal_name //If it's a custom decal use your decal name
{
qer_editorimage textures/decals/decal_name.tga //if it's a stock decal use the orinal path and name here, if it's a custom one use yours
polygonOffset
surfaceparm nolightmap
nopicmip
{ map textures/decals/decal_name.tga //same qer_editorimage path
blendfunc blend
rgbGen constant 0.1 0.3 0.8 //this line is RGB, so you can play with it to adjust the decal color
}
}
After adding this shader your decal will look like this
decal 2.jpg
Take into account this shader only works with text decals. That's why rgbGen constant is added, to modify text color. In radiant you will still see the original color.
If you want to add full color decals you need to use this shader
Code:
textures/your_texture_folder/decal_name //If it's custom decal use your decal name
{
qer_editorimage textures/decals/decal_name.tga //decal path. You can use textures as well. Eg textures/algiers/afrika_map1.tga
polygonOffset
surfaceparm nomarks
surfaceparm nonsolid
nopicmip
{ map textures/decals/decal_name.tga // same qer_editorimage path
depthWrite depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
Difference between the methods:
When you add decals in-game a new file is generated, you_map.dcl, and you need to add it into the pk3.
With this method you don't need to add any extra file, you are just creating a normal brush.