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Successfully ported the Source Engine's Decal projection into Roblox's EditableMesh feature 😎 #RobloxDev
55,705 views • 1 year ago •via X (Twitter)
10 Comments

I'll consider open sourcing this, though you should know Roblox is violently handicapping the EditableMesh feature to the point where this is almost entirely useless at scale.

In this clip I'm trying to apply decals to MeshParts and it's being rejected because of several bullshit security/permission issues, even though all of the assets in this game were created by people who have edit permissions in this universe.

I hope some Valve employees are watching

Will this be open sourced? 👀

does this mean I could finally add blood decals and glass shatters on car meshes without doing it manually and it ending up looking like it's floating

oh thats super sick actually wtf

I am mainly wondering how this projects with the engine limitations? does it have to get the vertex data of what its projecting on to? if so, how are you getting that info, unless it can only project onto other editablemeshes

What happens if it's projected on a corner though? Will it stretch out a lot?

make it a plugin :pray:

I was hoping that Roblox would eventually implement this themselves but this is just as cool!
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apparently the person who made this also ported Monster by Kanye West into Parappa 2
WARIO HIMSELF
312,725 views • 5 months ago
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Editablemesh decals! I'll opensource this as an API very soon. You can: 1) Project onto meshparts or blockparts (assuming you have permission) 2) Use texture atlases for the rects 3) Batch stuff up however you want 4) Use surfaceApperances or textures (or whatever) #robloxdev
Peter McNeill
33,479 views • 11 months ago
