Bullet exit wounds
by Ronald J Nelson · in Torque Game Engine · 08/18/2006 (11:37 pm) · 4 replies
What I need to know is when a projectile collides with an object, how can I get the location of the opposite side of that object for purposes of placing decals and emitters?
This is going to be used for an armor piercing or high velocity round I am working on. So with this information I will need to get the coordinates of where a projectile would have exitted an object if it had passed through it.
This is going to be used for an armor piercing or high velocity round I am working on. So with this information I will need to get the coordinates of where a projectile would have exitted an object if it had passed through it.
#2
If you have already done that, kudos to you!
08/19/2006 (3:18 am)
I'd be more concerned with applying decals to convex shapes, or the mesh of your player dts as opposed to the bounding box.If you have already done that, kudos to you!
#3
Ron: sorry, we're not hijacking your thread ;)
08/19/2006 (6:10 am)
Tim: the problem would be knowing the correct location on the convex though, wouldn't it, since castray only tells you an xyz on the collision mesh? In fact, I ended up doing it through dynamic texture blending.Ron: sorry, we're not hijacking your thread ;)
#4
08/19/2006 (2:57 pm)
@Sam - I don't mind. I am all for learning from those that have been at this longer than I have.
Torque Owner Sam Redfern
edit: what type of decals? I tried to use decals for rust marks on my cars at one stage, before realising (doh!) that the collision mesh didn't match the object model very well..