Help - Bulletholes in ceilings and floors

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Help - Bulletholes in ceilings and floors

Postby Niphura » Wed May 16, 2018 11:57 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? :(
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Re: Help - Bulletholes in ceilings and floors

Postby ramon.dexter » Thu May 17, 2018 12:52 am

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...
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Re: Help - Bulletholes in ceilings and floors

Postby Niphura » Thu May 17, 2018 10:29 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
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Re: Help - Bulletholes in ceilings and floors

Postby Caligari87 » Thu May 17, 2018 10:41 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-)
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Re: Help - Bulletholes in ceilings and floors

Postby m8f » Thu May 17, 2018 10:44 am

I don't know how it is implemented in Brutal Doom, but this is how it's done in Complex Doom:
Spoiler:
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Re: Help - Bulletholes in ceilings and floors

Postby ramon.dexter » Thu May 17, 2018 12:05 pm

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.
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Re: Help - Bulletholes in ceilings and floors

Postby Niphura » Thu May 17, 2018 7:30 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 :?
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Re: Help - Bulletholes in ceilings and floors

Postby m8f » Thu May 17, 2018 7:36 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.
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Re: Help - Bulletholes in ceilings and floors

Postby Niphura » Thu May 17, 2018 7:43 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
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Re: Help - Bulletholes in ceilings and floors

Postby Niphura » Fri May 18, 2018 6:27 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?
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