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DarkBASIC Professional Discussion / splatter splatter everywhere! even floating?

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that dude
21
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Joined: 1st Jan 2004
Location: USA
Posted: 11th Apr 2005 04:05
i am using a decal system to make a brain splatter when you shoot people. its a red splatter pattern tga image on a plain, positioned and rotated onto the surface of the level directly behind the character you shoot. however, if you shoot someone too close to the end of a wall, then the decal hangs over the edge. ive been trying to figure out a fiew different ways to get past this but they are all to 'frame consuming.' i am using nuclear glory raycasting to position it. any ideas on how i can iether wrap the splatter around a corner or move it so that it wont hang over the edge?

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 11th Apr 2005 04:59
You could do a short raycast on the top-left and bottom-right corners, to see if there is something solid directly behind.

BatVink
that dude
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Joined: 1st Jan 2004
Location: USA
Posted: 13th Apr 2005 14:13
I thought about that, but are you sure that wont take too much pc power? but iguess that is the best way... i have been trying to think of something more along the lines of wrapping the blood around corners somehow...

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 14th Apr 2005 00:45
You could with the new Vertex commands. I don't know how they work myself.

BatVink
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 14th Apr 2005 01:04
I've given this very problem some thought, and I still haven't came up with a workable idea to solve it. Other engines are better equipped for this, really I think that there's not method in DBPro that you'd be happy with - either it'd be too slow, or look stupid.

Personally, I just made it so that the blood splatters were smaller, like each splat would be made from several smaller plains, this get further away from the overhang problem because it's not so obvious and often there's blood around the corner anyway, so it kinda blends a little better than a single effect.

If it's any consolation, I've seen countless commercial FPS games that have the same issues that we deal with, and they haven't delt with them either!.


Van-B

Quote: "How could I condescend you?, you don't even know what it means!"

Van-B's mom.
that dude
21
Years of Service
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Joined: 1st Jan 2004
Location: USA
Posted: 14th Apr 2005 12:05
thank u both. those two ideas combined will work nicely for now.
I have insomnia, so i gave it some thought over night. i came up with 2 ideas, though i have no idea how to even begin to code them;
1) a stensil buffer type thing. so, instead of shadows, it would project a bloody pattern... not to practical for comp speed, but man itd be awsome if anyone could figure it out
2) very little comp power- make the visibility somehow dependent on something being right behind it. so, if there wasnt building directly behind half of the decal, that half wouldnt show up at all. probably done with a shader, or one of the unknown ghost object on flags. there are what, 5 of them ?

so, if anyone knows how this would work at all, much apreciasion.

http://www.nuclearglory.com/?u=fearik = sweet as hell collision system. easy on that leather thing in your back pocket too.
the left side of my head isn't bigger, the right side is just smaller

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