Help - Bulletholes in ceilings and floors
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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!)
Help - Bulletholes in ceilings and floors
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?
- ramon.dexter
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Re: Help - Bulletholes in ceilings and floors
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
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 floorsramon.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...
- Caligari87
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Re: Help - Bulletholes in ceilings and floors
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.
- m8f
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Re: Help - Bulletholes in ceilings and floors
I don't know how it is implemented in Brutal Doom, but this is how it's done in Complex Doom:
Spoiler:
- ramon.dexter
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Re: Help - Bulletholes in ceilings and floors
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
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 wallsm8f wrote:I don't know how it is implemented in Brutal Doom, but this is how it's done in Complex Doom:Spoiler:
- m8f
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Re: Help - Bulletholes in ceilings and floors
What weapon?Niphura wrote:Can you do it on this weapon as a quick example?
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
This weapon http://www.mediafire.com/file/y19r53cs7 ... Pistol.wadm8f wrote:What weapon?Niphura wrote:Can you do it on this weapon as a quick example?
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
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?