Bullet hole in human figures
Blitz3D Forums/Blitz3D Programming/Bullet hole in human figures
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How do I create a bullet hole in a in a human (or humanoid) figure mesh? Thanks |
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You could position a sprite with a bullet hole on his body. Just use AlignToVector (+ rotate it 180 degs) to align it right, then parent it to the Mesh. |
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...or re-texture the character by determin where the bullet did impact the body. Could be hard, I never tried this myself, but it saves some sprites. |
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jeroen: your idea, iirc, will only work if the character texture is applied with the mask flag. Im sure he doesn't want a black hole there, he wants a hole. You cant change the alpha of textures in blitz (that I know of) so you'd have to apply the character texture with the mask flag, and draw on a black oval possibly. With jfk's way.. thats going to results in a black dot again, not a hole. Unless... the sprite is textured by doing a copyrect at the bullet impact point, onto the sprites texture. Although with this way you'l need to update every bullet hole every loop - that's slow! A true bullet hole would need some CSG operations - well just one. There is code in the code archives explaining and demonstrating this :) Have fun ^_^ |
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True cgs bullets isn't really required unless your game looks so astounding, the lack of it will break the suspension of disbelief. Put a bullet-hole/some blood splatters etc..No one will mark your work because of it, it's just common sense not to be so detailed with the slow ass pcs we've got.. |
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aaah I thought Nivek ment a "black hole". Okay, indeed CSG operations would be required to make a real hole. Note that the modeller should keep that in mind when modelling the character. |
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I'd recommend Tony's idea. Just get something like Lotus and stick a blood emitter there :) |
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If you really, really wanted it to look like a gory flesh wound, you could even do it with two parented sprites- one for the red splatter where ther bullet hit, and then a normal map layer over that to make it look all rough and 3D-looking. The problem with this type of effect, other than the fact that you'll have to code it yourself, is that it doesn't always look realistic. |