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Newcomers DBPro Corner / Bulletmark in Q3 BSP

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Roquqkie
21
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Joined: 23rd Mar 2003
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Posted: 25th Mar 2003 22:21
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
matt rochon
21
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Joined: 15th Mar 2003
Location: Canada
Posted: 25th Mar 2003 22:22
just make a picture of the bulletmark with a black background then load the picture, texture it onto a 3d plain and position the object where it collided with the level
Roquqkie
21
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Joined: 23rd Mar 2003
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Posted: 25th Mar 2003 22:35
Okay, but what if the wall I shoot at isen't flat? :-s

matt rochon
21
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Joined: 15th Mar 2003
Location: Canada
Posted: 25th Mar 2003 22:44
how big are your bulletholes?

if they are small just do the same thing i dont think it will matter, or even make the pic extrude a few pixels from the wall
Roquqkie
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Joined: 23rd Mar 2003
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Posted: 25th Mar 2003 23:39
Okay, but how can I know how much I should rotate the bullethole around it's y-axis? Imagine that it works on a wall right in front of you. If I shot at a another wall which was rotated 90 degrees around the y-axis, then the bullethole would also needed to be rotated 90 degrees, but how can I calculate this?

Another thing... How should I get the excact point of collision between the bullet and the level? I've tried to use: bsp collison x (and y and z), but I get some weird results... some times negative values!?

Best regards
Roquqkie

matt rochon
21
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Joined: 15th Mar 2003
Location: Canada
Posted: 25th Mar 2003 23:56
umm i dont know much about bsp but for the rotation

find the angle beween the bullet trajectory and the wall, then rotate the pic to the negative angle

for getting the collision coords...
why not code into your bullet script a function that will return the bullet's exact coords when it hits a wall

just theories
Roquqkie
21
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Joined: 23rd Mar 2003
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Posted: 26th Mar 2003 00:00
Hi

I've implemented the feature of getting the bullets position just before collision... I wan't the position for the actual collision.

What's going on (in 1D) is:

You stand at X=5 and shoot
the bullet moves 8 units each frame
so at the next frame bullet's X= 13, but:
at X=10 there is a wall, therefore there is a
collision at X=10, and the bullet should never reach X=13

See?

Best regards
Roquqkie

matt rochon
21
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Joined: 15th Mar 2003
Location: Canada
Posted: 26th Mar 2003 00:04
hmm
the bsp collision thing might work then...
if youre getting negative values, then you are probably on the negative side of the origin... so try to figure out where your origin is in relation to the collision, then you will be able to tell if the values are bunk or not
Roquqkie
21
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Joined: 23rd Mar 2003
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Posted: 26th Mar 2003 00:10
They dosen't make any sense! :-s

Please! If anyone know how to get the excact point of a collision between an object and a Q3 BSP Level, then please help me!

Best regards
Roquqkie

Roquqkie
21
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Joined: 23rd Mar 2003
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Posted: 26th Mar 2003 00:48
Now the collision works!
I'd forgot to give the right collision-data

Now to my last question... How can I align the bullethole with the wall?
And how can I make the black-color in my image transparent?

Best regards
Roquqkie

matt rochon
21
Years of Service
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Joined: 15th Mar 2003
Location: Canada
Posted: 26th Mar 2003 04:46
the black transparency is easy

just add

set object bullethole,1,0,1

where bullethole is the number of your plain object for the ... bullethole

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