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HomeFries

Discovery: Relationship between reflection and decals per mesh

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While putting final tweaks on my RAAF Intruders, I noticed that when I tweaked the Textureset.ini, I would lose the Aussie flag from the tail.

 

Before:

img00556.jpg

 

After:

img00553-1.jpg

 

You'll note that there are actually six separate decals on the tail node (no reverses, but L/R versions of each decal): the squadron logo, the fin flash, and the flag at the top of the tail. Though not complaining, I couldn't figure out why it was even working in the first place, much less what I was doing to break it.

 

Long story short, when I was adjusting the specular/glossiness/reflection values, non-zero values for all three would cause the last decal (the flag) to disappear. Resetting reflection to 0.0 would cause the flag to reappear.

 

I haven't yet tested this with the other values; I can release this just fine with a 0 reflection value by keeping the specular and glossiness values up. I just thought that people might be interested in a way to stretch the decal-mesh limit.

Edited by HomeFries
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That's a puzzling one... unless there is legacy code involved and at first pass there is no limit (or a high limit) on the amount of decals treated and then on the pass treating spec/glos/ref there's a hard limit on the number of decals treated and everything beyond that number is culled.

 

That would be an interesting bug to report if TW's new policy wasn't "you're not really supposed to mod things you know, here take a look at our android game".

 

Or if the solution wouldn't end up as everything being fixed to the lowest number of decals.

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