Yes, and it looks fines on some models, This one even when in animation it
is turned perpendicular to the camera can't tell. The only issue in this
picture is that the vertices appears to hang over the edges of the model on
the left side.

Chris

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer
Sent: Thursday, October 09, 2008 4:39 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Decals and Viewmodels

Are you trying to render some blood decals on this baby or something? I
personally would make a couple separate skins with blood on them and random
them. What you are trying to do might be out of our grasp unfortunately.

Sorry I couldn't be of more assistance.

On Wed, Oct 8, 2008 at 8:32 PM, Christopher Harris
<[EMAIL PROTECTED]>wrote:

> I did a little more research and it seems the problem may be more with
> needing some form of a scale factor when adding a decal, because on the
> viewmodel you will see that the vertices for the decals are huge. It is so
> huge that it doesn't even attempt to factor in some of the finer nuances
in
> the model. I wonder if there is anything that exists to do this, I have
> looked and messed with the available decal code but have found nothing of
> use.
>
> http://img122.imageshack.us/img122/9763/decalissuetk5.jpg
>
> Thanks
> Chris
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Christopher
> Harris
> Sent: Tuesday, October 07, 2008 3:17 PM
> To: 'Discussion of Half-Life Programming'
> Subject: [hlcoders] Decals and Viewmodels
>
> Hey,
>
>
>
> I have been using some decaling on Viewmodels to do some effects. Though I
> have an issue that the normal offset from the surface of the model is too
> great when decaling a viewmodel. Because a viewmodel is rendered so up
> close
> you can see where the decal is floating above the model very obviously. Is
> there something in the sdk that would make it possible to change this
> offset?
>
>
>
> Chris
>
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-- 
~Ryan
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