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Help - Bulletholes in ceilings and floors

Posted: Wed May 16, 2018 10:57 pm
by Niphura
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? :(

Re: Help - Bulletholes in ceilings and floors

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

Re: Help - Bulletholes in ceilings and floors

Posted: Thu May 17, 2018 9:29 am
by Niphura
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

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

Posted: Thu May 17, 2018 9:44 am
by m8f
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

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

Posted: Thu May 17, 2018 6:30 pm
by Niphura
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

Posted: Thu May 17, 2018 6:36 pm
by m8f
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

Posted: Thu May 17, 2018 6:43 pm
by Niphura
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

Posted: Fri May 18, 2018 5:27 pm
by Niphura
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?