How do I setup a Decal?

I use game textures as my source for some of my textures…when they give you a decal it’s the texture graphic and the rest of it is transparent. How do I apply this decal to my map?? I created a materiel and set it to deferred decal…But How do I make everything but the graphic opaque…and How do I attach this to my world??

Thank you.

Make the material that is using the texture to have a surface of ‘translucent’ or ‘masked’ and then set the ‘opacity’ of the material to the alpha value of your texture. This means that any areas with a higher alpha value will be drawn and lower values will be more see through (0 will not be drawn at all).

I have tried a differed ducal and masked. And thats how I have it plugged in…But all I get on the screen is nothing. until I play…then I see a giant box with the transparent bored pattern thing and the decal somewhere on there as well…Its like the opacity isn’t being registered at all, The texture does not have a black background. It has the checkerboard…whatever thats called.

The checkerboard is usually there to show textures that contain an alpha (everywhere you see checkerboard, assume that part of the texture should not be being drawn). Are you using this texture on a material, and if so do you have the materials setup to look at?

Yes ive created a material. …its simple the decal is plugged into bas color…and the alpha of the decall is plugged into opacity.the material is set to differed decal. The texture is the graphic with the alpha checkerboard…it does not change anything. I create a differed decal Nd add the decal material to it and on the map I get the whole square. Not just the decal. I get the alpha checkerboard too.

Does anyone know of another way to use decals??
these jave thw normal maps, gloss maps, and tons of other maps too…but sense this way isnt working and ive tried a lot of things…is there another way I should go about it?

Hello,

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Thank you.

I actually had a similar issue but I found a solution and also a guide for setting up PBR Mats from GameTextures.com here http://gametextures.com/blog/2014/09/30/using-gametextures-in-unreal-engine-4/ as for making a Deferred Decal import the decals. It should come with readme saying what letter at the end of the .tga file is. For Unreal Engine 4 use the n+ normal map cause it already inverts Y for you. Also the _g (Gloss Map) goes in to Roughness and make sure to uncheck sRGB by double clicking the texture in the Content Browser. I will include pictures showing what I mean. Also they will be a bit large cause I use dual 1080p 23" monitors but I will just be showing the Unreal Engine side. Also what it looks like too in game. The ingame screenshot is just on a simple BSP in the New Level “Default” with the blood splatter decal on it. You will probably have to take Y and rotate it 180 so it doesn’t come up black. Hope it helps.

Wow! Using 5 texture maps for one decal?! Much better using an RGB Mask for the roughness, spec and opacity.