New ZIndex Property on Decals and Textures

I’ve found an annoying bug, where the ZIndex barely actually updates the decals I’m using, I have to set it’s transparency to 1 and if it doesn’t work I have to repeat it until it works, but when I play test it just goes back to the broken ZIndex version, which is a decal with the lowest ZIndex goes in the middle.

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Here’s what it’s suppose to look like [After I’ve messed with the transparency multiple times.]

And here is what it looks like when I spawn.in. [I’ve changed the transparency to .5 here so you can see that the pupils are behind the white thing.]

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Here’s what I managed to create with this update:

image

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It’s a nice feature! I’m definitely going to use this for an upcoming project. I feel like this is something that should’ve been added years ago, but better late than never.

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Note I am only using 4 decals here, both eyes and eyebrows have an ZIndex of 2 the outline has a ZIndex of 3 and the white eye thing has a ZIndex of 1, but somehow the white eye thing is above the outline sometimes, but sometimes it’s above the eyes but below the outline.

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Scratch that every decal does this, now the eyebrows are above the outline, even when the eyebrows have a lower ZIndex than the outline

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Hey thanks. Maybe that’s why render scorch marks seem to render over the camo (textures) on jeeps & the striping (textures) on vans.

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This is amazing! If only it worked properly… I am currently trying to use the ZIndex feature but it is just not working at all, its the same as before where the decals will be layered randomly regardless of the ZIndex I am using. Same issue as @vrs2210 is having, I am also using my decals on a Humanoid. (Should be noted though that I am using a separate part welded to the humanoid to avoid the compression you normally get)

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After further investigation, it seems to me like it is due to the fact that there is a Humanoid. Not due to any actual texture compositing, but just due to the fact that there is a Humanoid (ex. If the decal is a descendant of something that has a Humanoid as it’s Child)

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Here’s a place file of the bug in action. Both of the Parts are the same expect for that the right Part has a Humanoid. with the current ZIndex set for the decals, the Red square should always appear on top, but that isn’t the case for the right Part.

ZIndexBugRepro.rbxl (30.2 KB)

It should be noted that the layering for the right part’s decals is seemingly random (Although I think it’s the order that they are added to the part) So it is possible that the red decal could be on top, but changing any of the ZIndex properties will show that it isn’t working properly, and running a playtest will show a different seemingly random layering

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Does this have any difference on the distance the “Decal Planes” are off the BaseParts’ surfaces/ is that being considered? ZIndexing is a small detail against the need for guaranteed layering at long distances.

Ex: A wrapped gear platform:

image

(0.1 studs elevation, not even that small)

image

(starts clipping about 150 studs away)

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PERFECT! YESSSSS!!!
I’m currently working on a game entirely stylized with meshes and textures, and I was quite literally just wishing this was a thing when wanting to add decals for edge wear over entirely opaque textures. BRAVO! :heart:

Yes, thank you! :pray: This update is incredibly helpful! I’ve definitely had my obstacles without it. Here’s a look at the difference it makes:

Without ZIndex
0243bb410c7cdedf6fde24ef0668f983

With ZIndex
2b5469a351b68d73e1e3aa09c8b86aff

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I’m assuming it’ll work with all instances, I don’t see why it wouldn’t. Since decals can already be used with MeshParts, I can almost guarantee you that it’ll at least work with those.

Any chance this will effect how decals/textures/SurfaceGui’s appear through transparent Glass material parts? Or is that something that would be easy to update in the future? I’ve got several problems involving that issue that have been driving me crazy for weeks, so I’m really hoping something comes out sooner or later that will fix it, even if it’s something as simple as a check box to toggle it on/off.

Nice… now can we have the option to change or disable bilinear interpolation on images please!

Edit: I’m desperate… Devs have been requesting this since 2015. I still am unable to request engine features on the forum so I’m begging here. If this feature is not added I’m switching engines. My whole design is pixels (my username is literally pixel with an m). Upscaling images to ridiculous amounts is not performance friendly, and it still looks blurry. While we’re on the topic of images… please?

not to mention i dont think roblox has changed the way images are uploaded since 2011 when people were uploading cat memes…

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I use it for my character creator. I can now easily place scars and face paint under the eyes

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Can finally use my face layers on actual heads now!

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WoW! Really thanks for that AWESOME update. I was always sad when couldn’t set Decals in right order. Now it’s really EZ PZ.

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Ive been begging for this for years, THANK YOU

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