Deca

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Definition

deca = Decal

Structure and Data

This information is quoted from Sparky's Tag Structures Index.

<h2>decal</h2>
	<notes>
	A 'compound decal' is a chain of decals which are instatntiated simultaneously. Compound decals are created by choosing a <next_decal_in_chain> below. NOTE: Do not attempt to create a circularly linked decal chain, i.e. A->B->C->A! Also, do not reference a decal from an effect if it is not the 'head' of the chain; for example and effect should not instantiate decal B if the chain was A->B->C. Compound decals can have separate bitmaps, separate framebuffer blend functions, and can be drawn in separate layers. In addition, each decal in the chain can either inherit its parent's <radius>, rotation, <color>, <fade>, and <sequence> - or it can randomly choose its own. The behavior is controlled by the 'geometry_inherited_by_next_decal_in_chain' flag, below.
	
	The decal <type> (or layer) determines the drawing order of the decal with respect to the rest of the environment. Decals in the primary layer are drawn after the environment diffuse texture, hence they affect the already-lit texture of the surface. Decals in the secondary layer are drawn immediately after decals in the primary layer, so they 'cover up' the primary decals. Decals in the 'light' layer are drawn before the einvironement diffuse texture, hence they affect the accumulated diffuse light and only indirectly affect the lit texture.
	</notes>

flags
	geometry inherited by next decal in chain
	interpolate color in hsv
	...more colors
	no random rotation
	water effect
	SAPIEN- snap to axis
	SAPIEN- incremental counter
	animation loop
	preserve aspect

type
layer
next decal in chain

<h2>radius and color</h2>

radius
intensity
color lower bounds
color upper bounds

<h2>animation</h2>

animation loop frame
animation speed
lifetime
decay time

<h2>shader</h2>

framebuffer blend function
map

<h2>sprite info</h2>

maximum sprite extent

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