Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Bulletmark in Q3 BSP

Author
Message
Roquqkie
23
Years of Service
User Offline
Joined: 23rd Mar 2003
Location:
Posted: 25th Mar 2003 22:22
Hi

I know the position of my bullet and where it has collided with my level (Quake 3 BSP).

How can I add a bulletmark at that location?

Best regards
Roquqkie
rapscaLLion
23
Years of Service
User Offline
Joined: 29th Aug 2002
Location: Canada
Posted: 25th Mar 2003 22:45
Use a textured plain, oriented either to the wall or towards the camera, and place it at the point were the bullet hits.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Roquqkie
23
Years of Service
User Offline
Joined: 23rd Mar 2003
Location:
Posted: 25th Mar 2003 23:40
Yeah, but how can I orient it to the wall?

Best regards
Roquqkie

ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 26th Mar 2003 00:07
I had a helluva time just doing it with my own level editor where everything is at right angles...

Roquqkie
23
Years of Service
User Offline
Joined: 23rd Mar 2003
Location:
Posted: 26th Mar 2003 00:15
ZomBfied... :-s

On a scale from 1 to 10, your post helped me approx.... 1
Heheh... If you can help me pleeeeease do so

Best regards
Roquqkie

ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 28th Mar 2003 22:05
Sorry I haven't worked much with BSPs in general so I don't know how they work but I'll give it a shot...

The first thing you have to do is if your bullet is moving in increments of say 10 and it finds itself somewhere inside a bsp wall, then you need to make a routine to "back track" the bullet in increments of 1 until it's no longer inside the wall. This will give you the spot where the bullet "hit" then wherever it is put a ghosted plain with a bullethole texture on it at that location.

The hard part is figuring out which way to orient it. Here's one way to tackle it:
once you have the spot where it is, you have to figure out the angle of the triangle it's hitting. This is where someone smarter than me takes over and helps both of us out...

the architect
23
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 28th Mar 2003 22:13
zombified,

Did you use BSP collision to do this?

ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 28th Mar 2003 23:04
Nope. But whatever kind of collision you're using you still gotta figure out the point of impact. If you can get more information from a bsp other than "hit" or "not hit" then that would be helpful...

the architect
23
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 29th Mar 2003 00:56
I use bsp collision to resolve all my bullet collisions and it does do it quite efficiently. I move the object 1 (move object x,1) in a loop up to the speed of the bullet. If the bullet collides with a wall then process bsp collision tells me it has and a merely put the impact at the last collision free position of my "bullet".

However I dont think this method is accurate enough and I do suspect that it forces me to reprgram elsewhere to get back some frames.

If you can tell me how u do it Id be grateful.

ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 29th Mar 2003 08:58
Well I don't know how much more accurate it could be than 1 unit. Unless bsp colision itself isn't accurate. What are you using to make the bsp?

Bighead
23
Years of Service
User Offline
Joined: 1st Sep 2002
Location:
Posted: 29th Mar 2003 20:33
So, the way yo do this is placing planes with the image of the bullet-hit.

Is there any way to past an image in a 3d environment? i mean, w/o the use of planes ... [img][/img]
ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 30th Mar 2003 02:35
Not that I know of. Any way I can think of would involve taking the individual object that get's hit's texture and adding a bullethole to it, but how to figure out where and the whole get & past image thing is so slow I don't know how you'd make that work. Plains seem to be the way it's done.

the architect
23
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 31st Mar 2003 23:53
I use 1 plane at .1 size all round. I merely position the object at new addresses each time a move a bullet and then process the bsp collision. If you notice you can only have 24 collision index. Turning of the bsp collision is the only way I can have machine guns and such for everybody.

ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 1st Apr 2003 01:24
But they're being done 1 at a time. The problem is do you end up with plains sticking out of walls or are they alligned to the wall's surface a-la quake2-3 etc.

the architect
23
Years of Service
User Offline
Joined: 6th Jan 2003
Location: United Kingdom
Posted: 2nd Apr 2003 22:14
No.

Login to post a reply

Server time is: 2026-07-23 02:36:43
Your offset time is: 2026-07-23 02:36:43