[Guide] How to add decals to Enlisted

How to add decals to Enlisted

Requirements:

  • 3dsmax 2025
  • uECDK

In this short tutorial, I will guide you how to add posters, wall ads, and general decals to Enlisted. This can only be used in offline, in editor for personal use.

For this you will need to setup dagor plugin for 3dsmax 2025 . You can find guides how to do so here:
https://gaijinentertainment.github.io/DagorEngine/dagor-tools/addons/3ds-max/dagor-max-tools/dagor_max_tools.html#enabling-utilities-in-ui

Furthermore, uECDK is also needed to export assets for Enlisted:

In this guide we will add the following poster as placable game_rendinst_decor:

First, open the image in GIMP, or image manipulator of your choice, and export it as TIF image. If the image is not rectangular, like in this case, you need to add empty alpha channel to fulfill this requirement:

In uECDK, I recommend creating a new folder for this asset:

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And give it a name:

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Open Max, and create a plane:

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Our image is 800x1200 with 200 pixels on both sides being empty, transparent. Textures always have to be rectangular, therefore both Length and Width should be the same.

Always move objects to 0,0,0. Press “W” to enter transform mode.

Now press M to open material tab:

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Press Physical_material and choose “Dagorrat 2” material.

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If you can’t find dagorrat in the list, you either have arnold renderer on, instead of scanline renderer, or the plugin is misconfigured. Change that by pressing F10.


In material class, choose rendinst_deferred_decal shader.

Drag and drop the TIF image onto diffuse slot in the material editor:

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Then simply drag the material sphere onto the plane:

Open Dagor Scene export, and export DAG in standard mode, into the folder we created earlier.

The filename here will determine the RI name in-game! Don’t forget to copy folder.blk into this folder, or AssetViewer will not recognize the poster as rendinst. Suggested filname: ussr_sample_poster.lod00.dag

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If for some reason, there is no folder.blk anywhere, create a new one, and paste the following inside:

virtual_res_blk{
  find:t="^(.*)\.lod00\.dag$" //search for files with lod00.dag text
  
  exclude:t = "^(.*_destr)\.lod00\.dag$" //ignore `destr.lod00` assets
  stopProcessing:b=false 
  className:t="rendInst"
  contents {
    lod { range:r=1000;}
    bboxFromLod:i=0
  }
}

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Open AssetViewer, and find the folder that was created earlier.
Nothing is rendered. This is normal behaviour.


But the texture should render in AV.

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Right click on the folder poster_sample and click export all

You should be able to find the game ready assets under
uECDK\main\game\content\enlisted\res. Copy these to Enlisted\content\cdk\res. Create the folders if they don’t exist.

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(enlisted prefix was added by folder.blk)

Launch the editor, open a scene and place any RI. The poster will not be found in the selectable rendinst list. After placing a game_rendinst_decor, simply edit the string in scene.blk to the filename you exported the poster with. In this case ussr_sample_poster.

End result, works as any in-game poster/decal

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Files for CDK:
poster_sample.zip (1.7 MB)

Game ready files:
ussr_sample_poster.zip (878.3 KB)

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How to do it in Blender

While 3dsmax is the “official” way, as it is done at Darkflow, not everyone will pay 200USD/month to simply mod a game. This time, let’s do the process in Blender. Please read the guide above first.

Download Blender 4.4 and install
dag4blend.zip (1022.6 KB)

Open blender and create a plane:

The default scale will do just fine.

On the right toolbar select material tab and add new material:

Go to “dagormat”:

Set rendinst_deferred_decal as shader and specify the poster image in the first texture slot

Once that’s done and viewport is set to “material preview”, the poster should appear.

Export as .DAG. Continue with CDK steps in above guide.

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