Decal (Terrain)

Overview

Decal is a special kind of geometry that allows to overlay a texture or image on top of a terrain. Before starting to work with decals (terrain), you need to place a terrain on the level. 

Placement and Setup of a Rabbit hole (Terrain)

  1. Find the Entity List.
  2. Open the terrain folder in the list.
  3. Drag and drop the decal object onto the scene.
  4. It is possible to move, rotate, scale, etc. the decal in the scene using the Edit Option from the Scene Edit Toolbar.

       

Edit OptionShortcutDescription
Select SActivate the Select Edit option.
Add AActivate the Add Edit option.
Move W
Activate the Move Edit option.
Rotate EActivate the Rotate Edit option.
Scale RActivate the Scale Edit option.
  1. Shortcut to add a decal to the scene: D + LMB.
  2. To optimize the work with decals, you can turn off the Realtime Refresh parameter (on the Tool tab). The decals will be rebuilt only after a movement.
           

Properties

PropertyDescription
Base
BaseName of a decal.
TransformPositionMoving the selected decal according to the given numerical values along the 3 grid axes X, Y, Z.
RotationRotating the selected decal according to the given numerical values along the 3 grid axes X, Y, Z.
Random rotationRandom rotation of the selected decal according to the given numerical values along the 3 grid axes X, Y, Z.
You can set limits to constrain the results of the random rotation.
Type


Static Data KeyName of the object type. One class might have several different types. For example, you can create several weapons of the same type. They will have the same set of static properties but their values will be different.
GroupEditor group name (optional).
Bounding SizeAABB (axis aligned bounding box) size.
Last modified byName of the person who was the last to modify the selected object.
TagThe tag assigned by the user.
Lock TransformThis locks the object's movement, scaling, and rotation in the scene. They can still be changed in the Properties window. When the map reloads, this will automatically unlock.
Lock to Heightmap

Offset

Objects can be locked to the heightmap and remain attached to the terrain even when the terrain is modified

LayerLayer on which the object lies.
Accept foliageAllows to accept foliage for the object: true/false.
Vertex alpha


BaseAllows to change the texture density of the decal: min - 0, max - 1.
TessellateAllows to apply manual editing/drawing decals: true/false.
SubdivisionAllows to split the decal into a specified number of equal sections.
MaskAllows to manually edit the decal mask.
Fade Open EdgesAllows to hide open edges of the decal.
Shape
PositionMoving the selected decal according to the given numerical values along the 3 grid axes X, Y, Z.
RotationRotating the selected decal according to the given numerical values along the 3 grid axes X, Y, Z.
Half sizeScaling the selected decal according to the given numerical values along the 3 grid axes X, Y, Z.
Culling angleMax allowable angle at which the decal will be applied.
Texture









UVAllow for selecting the type of UV for the decal: Rect or FrameRect allows you to crop a decal atlas wherever needed. Frame allows you to select a tile of the decal atlas. You will need to set up column/row numbers.
TypeAllows you to flip the texture horizontally or vertically: frame/rect.
OffsetOffsets the texture according to the given values.
RotateRotates the texture according to the given values.
World coords

Allows to adjust texture tiling one time to scale the decal – it is maintained automatically with World Coords. If TRUE, the decal will use World coordinates and not be stretched. If FALSEthe decal will follow the volume size.

ShaderThe shader in use.
DAO: ValueAllows to adjust illumination of the decal texture.
BiasThe bias parameter allows you to push decal points along normals and solve the z-fight problem for intersecting decals.
ToggleableTrue/False.
Affect materialsTrue/False.
PriorityDecal displays a priority value in case two decals overlap.
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