Hiding a Decal in a Door Framework?

Hey there! I’ve finished a door framework, but there’s an apparent drawback to the style of my map, which I didn’t account for. I don’t really want to alter the build style of my map either, nor the door models. How could I go about hiding this decal?

Changing the size of the part just contorts the decal; making it transparent doesn’t work if I don’t thicken the door’s border.

Thanks in advance. :grin:

This isn’t the best idea but it’ll get the job done.

When you’re closing the door hide the decal and add a task.wait() into the script, once the wait is over enable the decal again.

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I’m just mainly worried about how smooth the decal’s transparency is going in & out of the door’s frame, that’s about it. The presence of the decal going in was for testing pruposes. :skull:

maybe tween the decal tranparency?

That wouldn’t work, but I appreciate the sentiment


what is decal itself?

Wdym?

(30 extra xtra characters)

They meant the transparency property on the decal instance

This Usage isn’t good for looks, and has a bit of inconsistencies for the most part.

The One thing I can think of to fix this is with the usage of CanvasGroups or Frames with ClipDescendants Enabled
You can Probably Tween the ImageLabel (Yes, It does Require an ImageLabel) from the Center of the Door to the New Center, with CanvasGroups (or Frames with ClipDescendants enabled), It will not Render anything outside of them. You can probably have a Fake Part with SurfaceGui,but have the Child of the SurfaceGui's Frame (The ImageLabel) Tween towards the Direction of the Door.

This would effectively remove the usage of having to Enable or Disable to Decal, plus, it wouldn’t render outside of the Parent.

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I wonder how it would look if you used a surface gui (with imagelabel) on the door, and calibrating it to fit in the same area?

I just tested it out, and, lamentfully, this doesn’t work.

Why can’t you just change the decal’s face?

I’m afraid that I’m not familiar with what you’re referring to

Can’t you just use the command bar to select all the doors and make them like 0.05 studs smaller?

local Selection = game:GetService("Selection")
local ToSelect = { }

for index, instance in ipairs(workspace:GetDescendants()) do
	if instance.Name == "Door" then
		table.insert(ToSelect, instance)
	end
end

Selection:Set(ToSelect)

or

for index, instance: Part in ipairs(workspace:GetDescendants()) do
	if instance.Name == "Door" and instance:IsA("Part") then
		instance.Size.Z -= 0.05 -- X, Y, or Z, don't what way your part is rotated.
	end
end

There is a property named “face” in the decal which changes the direction it’s facing.

I’m aware of that; I just don’t know what you mean :flushed:

Alright, there were a lot of great ideas, but it doesn’t seem as if Roblox provides the implementations necessary for something like this [without altering the models of the door]. Instead, I’ve settled for a, albeit far simpler, vertical tween. Thank you for participating.

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