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Full Version: Dismembering and stains
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KingAlfonso

hey how would you make it so if you shoot someone in the head their head will blow up?
also how do you make it so whenever you shoot someone their body will have red stains on it like in Perfect Dark 64 .
1) :lol:
hit boxes, look at how joefoe plays different animations depending on where you shoot him Wink.

2) umm, well, you could make a texture fill change (brian posted how on another thread like 20 minutes ago) but i would be red all over the place, not just where you shot him/her. i don't think that theres any current way to make it red WHERE you shoot the person... etless...
you make sticking projectile spawn from the bullet, this projectile is invisible but has a red light. i think theres some way to make the projectile stick to a model that it hits, but i'm not sure, well, if you did that, the character would look red where you shot him/her :D.
Make a mesh with his head and hide it when he blows up and also spawn blood particles and maybe some gunshots which leave blood on the walls and objs but do no dmg. Smile

KingAlfonso

too bad theres no decals on objects, enemies, that way all i would have to do is put a bullet wound tex on the target.

KingAlfonso

too bad theres no decals on objects, enemies, that way all i would have to do is put a bullet wound tex on the target.
What about making some hitboxes in a general area and have it fill that box if it's hit there. For example, have maybe 2 or 3 on the body and have it splatter some blood there if it is hit there, blood does splatter/spread.
but then it could only be damaged it one place at a time... or you would have a million different textures...

KingAlfonso

actually i bet if you made it so that you had a seperate texture for each section of the body and just hav a version of that texture that was wounded that would work.
think of it this way:
if you are planning on making a game with thousands of zombies running around and you want it to run more than .01 fps you do not want to have thousands of zombies running around when each of them has 15 uv maps and 30 textures.
Correct. You'd be better off with a new mesh for each of the different bodies. If Brian's optimizations are correct, which I'd imagine they are, hidden meshes don't affect FPS no-matter how many are there.
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