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FPSC Classic Product Chat / Bullet holes model location?

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SpyDaniel
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Posted: 25th Jun 2007 00:57
Does any one know where the bullet hole model is kept? I'm trying to test some thing out, but cant find where it is to change it.
Snowblind 44
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Posted: 25th Jun 2007 01:24 Edited at: 25th Jun 2007 01:25
Quote: "bullet hole model "

There is none. If you're talking about the bullet hole texture, it's in C:/Program Files/The Game Creators/FPS Creator/Files/gamecore/bulletholes.

SpyDaniel
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Posted: 25th Jun 2007 01:34
I know where that is, but I thought there was a model for the texture to be mapped to.
Inspire
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Posted: 25th Jun 2007 04:22
I'm pretty sure it just displays the bullet hole on the surface that is hits.

Slayer Simon
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Posted: 25th Jun 2007 04:27
No, it's a decal, so its 2D. That means it doesn't need a model, that's also why it doesn't shape itself to the surface it hits. It's just a flat texture placed as a decal next to the wall wich sucks, I wish they would make something more efficient so it actually shapes the bullethole to the wall so they aren't half-in half-out on sloped surfaces.
Snowblind 44
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Posted: 25th Jun 2007 05:05
Quote: "I wish they would make something more efficient so it actually shapes the bullethole to the wall so they aren't half-in half-out on sloped surfaces. "

That's the way they do it in most games you find on the market these days.

Disturbing 13
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Posted: 25th Jun 2007 06:11
Quote: "That means it doesn't need a model"

accually decals do need a flat plane to be projected onto. In some lightings you can see the bullet decals 2 tringle faces. If you do any work with decals you wil find that it does use a model.

model = particles.X

but im still not sure where the bullethole model is.


Snowblind 44
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Posted: 25th Jun 2007 15:19 Edited at: 25th Jun 2007 15:22
Quote: "model = particles.X
but im still not sure where the bullethole model is."

That model? It's in entitybank/generic/decals.

Disturbing 13
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Posted: 25th Jun 2007 16:48 Edited at: 25th Jun 2007 16:49
...... What I meant was the one Higgins is looking for. lol thanks anyway.


SpyDaniel
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Posted: 25th Jun 2007 17:45
I am starting to think that the bullet hole model may be hard coded into the engine, which would suck if it is true.
FredP
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Posted: 25th Jun 2007 22:52
I don't hink so.EAI made a scorch mod a while back you could use to change the bullet holes in FPSC.

Opposing force
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Posted: 25th Jun 2007 23:19
Fred, Higgins doesn't mean the actual texture, he means the model that the bullet texture is actually applied to.

rolfy
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Posted: 25th Jun 2007 23:29 Edited at: 25th Jun 2007 23:32
I think you will find that if there is a model for this it will be a simple plane,it wouldn't make sense to have poly's wasted on a simple bullethole that may need repeating a thousand times in one view.
The model particles.x is simply a visual reference placeholder used to place your decal in the map editor.

SpyDaniel
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Posted: 25th Jun 2007 23:51
The Game Creators\FPS Creator\Files\gamecore\bulletholes

That leads me to the bullet hole textures, but how does the engine know what model to use, to map the texture to? I'd just like to find out where the model is, so that I can replace it with my own.
Slayer Simon
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Posted: 26th Jun 2007 00:30
Rolfy is right, he stole the words right out of my mouth. Particles.X is just the model you see in the map editor when you place a decal. And since all decals are 2D, I don't see why you would need one, the engine can easily just create a 2d flat model for decals by itself, does that make any sense? Im just hypothesizing.
SpyDaniel
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Posted: 26th Jun 2007 00:38
I'm not the one who started talking about the particles.x. I just wanted a plain and simple answer on where the bullethole model is, if there is one.

But I guess there isnt one, which you can edit, which is what I was after. So therefore I can not try out my idea, which sucks.
FredP
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Posted: 26th Jun 2007 00:55
E-mail Lee and ask him.And please post back when he gives you an answser so we all know.

Snowblind 44
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Posted: 26th Jun 2007 01:30
Quote: "But I guess there isnt one, "

I'm pretty sure the bulletholes texturew is just applied to the the object shot. That's why if you shoot the corner of a segment, you get two half-holes instead of one full hole.

SpyDaniel
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Posted: 26th Jun 2007 03:12
Lee's words:

"The bullet hole ‘model’ is a simple polygon onto which the ‘Files\gamecore\bulletholes\bulletholes.dds’ texture is applied. There is no way to change the polygon, but you can hack the texture if you need to."
FredP
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Posted: 26th Jun 2007 03:53
So there is no actual model and the decal is just applied to the object in question?

SpyDaniel
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Posted: 26th Jun 2007 04:09
There is a model, which the engine creates, just a flat 2 tris plane. You can't change it, but it is a model.
Slayer Simon
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Posted: 27th Jun 2007 05:36
Bam! SlayerSimon the psychic strikes again!
SpyDaniel
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Posted: 27th Jun 2007 21:12
Urm, yeah, whatever. I still dont think you understand
Slayer Simon
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Posted: 28th Jun 2007 05:15
Oh really? You don't think I understand? I inferred to the solution before Lee actually provided the answer. It's pretty obvious you don't understand this subject based on the fact that you asked a question in the first place. The answer was one that I already took for granted. I've done bullethole editing before, always with the textures though.

We all learned something here today, leave it at that.
SpyDaniel
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Posted: 28th Jun 2007 15:47
You're funny
Slayer Simon
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Posted: 29th Jun 2007 09:56
Thank you
vorconan
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Posted: 30th Jun 2007 01:09
Just a note to everyone, not all models in FPSC have to be imported. DarkBASIC is capable of creating standard primitives and even complex ones.

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