Product Chat / A few questions about steps-bulletholes and more

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Bisella
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Posted: 24th Sep 2014 16:28
How do I change the sound of footsteps?
How do I insert the bullet holes?
How do I create a decal with flames or smoke?
How do I create a debris after the explosion?
Fpscr supports the displacement map?

thanks

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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smallg
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Posted: 24th Sep 2014 18:12
Quote: "How do I insert the bullet holes? "

you could fake them with decals for pre-existing holes, not really an easy way to do it in actual real time though right now i dont think but that will come at some point down the road.

Quote: "How do I create a decal with flames or smoke? "

going to need to play with shaders, not my area but otherwise they will come by default too somewhen

Quote: "How do I create a debris after the explosion?"

with some custom models and a little bit of scripting this can be done to some extent

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
Teabone
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Posted: 24th Sep 2014 18:38 Edited at: 24th Sep 2014 18:39
I'm hoping we can get started on the material index again for FPSC. I'd love more customization with it or at least more variety. For step sound, blunt impact sound, blade impact sound, bullet impact sound, bullet holes/slice marks.



It was quite funny hitting a wooden floor with an axe and seeing a bullet hole (in FPSCx9). With some more variations to the material index list we could have much more detailed reactions from materials and weapons.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
Bisella
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Posted: 24th Sep 2014 22:34
Ok...thanks

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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LeeBamber
TGC Lead Developer
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Posted: 30th Sep 2014 09:41
Currently on performance this week, and may return to visuals some more after that, but once those two pillars of functionality are strong, the material system and decal system are high on my list so we can have the player walk on different surfaces, damage them and see the effect of shooting them too.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Bisella
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Posted: 30th Sep 2014 13:38
Ok thanks
I'm anxious to see the next release

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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Errant AI
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Posted: 6th Oct 2014 02:30
It would be great if for Reloaded we could get compound material types in entities.

It would maybe need to work per-polygon by material ID or something. The idea being that you would be able to get larger entities like buildings or vehicles where the metal parts get metal holes/effects and the glass parts get glass holes/effects. Likewise for characters, you could have metal and fleshy bits, etc. Having to choose just one material type for an entire entity or segment was one of the annoying things with x9.

Gigabyte P67A-UD4-B3, Intel Core i7 2600K, 16GB Corsair DDR3, EVGA GTX 970 SC, Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280
Bisella
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Posted: 6th Oct 2014 07:12
I totally agree

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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