Help - Bulletholes in ceilings and floors

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Help - Bulletholes in ceilings and floors

Re: Help - Bulletholes in ceilings and floors

by Niphura » Fri May 18, 2018 5:27 pm

m8f wrote:I don't know how it is implemented in Brutal Doom, but this is how it's done in Complex Doom:
Spoiler:

What does this line mean? SXF_NOCHECKPOSITION|SXF_CLIENTSIDE, it´s necessary to put it if i define a different Actor decal?
Also...how would the Decal actor look like?

Re: Help - Bulletholes in ceilings and floors

by Niphura » Thu May 17, 2018 6:43 pm

m8f wrote:
Niphura wrote:Can you do it on this weapon as a quick example?
What weapon?

Edit: also, Complex Doom doesn't allow reusing its code. So we can take the idea, but not the code.
This weapon http://www.mediafire.com/file/y19r53cs7 ... Pistol.wad

Re: Help - Bulletholes in ceilings and floors

by m8f » Thu May 17, 2018 6:36 pm

Niphura wrote:Can you do it on this weapon as a quick example?
What weapon?

Edit: also, Complex Doom doesn't allow reusing its code. So we can take the idea, but not the code.

Re: Help - Bulletholes in ceilings and floors

by Niphura » Thu May 17, 2018 6:30 pm

m8f wrote:I don't know how it is implemented in Brutal Doom, but this is how it's done in Complex Doom:
Spoiler:
Can you do it on this weapon as a quick example? i tried to do it and now it does not even show the bulletholes in the walls :?

Re: Help - Bulletholes in ceilings and floors

by ramon.dexter » Thu May 17, 2018 11:05 am

m8f: Yeah, you have more cleaner way. BrutalDoom uses ACS to furtherly detect what surface is being hit and spawns according puff/effect. Originally I wanted to use something like that, but when I found out how it's done, I dumped it completely - it looks too resource-heavy.

Re: Help - Bulletholes in ceilings and floors

by m8f » Thu May 17, 2018 9:44 am

I don't know how it is implemented in Brutal Doom, but this is how it's done in Complex Doom:
Spoiler:

Re: Help - Bulletholes in ceilings and floors

by Caligari87 » Thu May 17, 2018 9:41 am

Very simply: Since we can't have real decals on floors/ceilings, a way to fake it is to use flatsprites or 3D models that look like bullet holes. When the bullet hits a floor or ceiling instead of a wall, it spawns the fake bullethole actor.

8-)

Re: Help - Bulletholes in ceilings and floors

by Niphura » Thu May 17, 2018 9:29 am

ramon.dexter wrote:Crack open brutal doom pk3 and take a look yourself. But I dont recommend you doing it in brutal dooms way, since its incredibly hacky...
Is there any other way? i already checked the pk3 but i have no clue on how to make the bulletholes appears in ceilings and floors

Re: Help - Bulletholes in ceilings and floors

by ramon.dexter » Wed May 16, 2018 11:52 pm

Crack open brutal doom pk3 and take a look yourself. But I dont recommend you doing it in brutal dooms way, since its incredibly hacky...

Help - Bulletholes in ceilings and floors

by Niphura » Wed May 16, 2018 10:57 pm

I saw that this is possible in Brutal Doom, i know that it works with 3d models and some actors like "DetectFloorBullet" or "DetectCeilBullet" but i don´t know what to do with this stuff, someone can help me? :(

Top