Material mappings for bullet strike
by ChrisG · in Torque Game Engine · 02/16/2008 (12:49 am) · 2 replies
When a bullet strikes metal it should throw sparks and go 'ding', when a bullet strikes dirt it should throw up a bit of dust and go 'thwop', and so on for different materials.
What I need to do is associated different textures with different particle emitters and sounds so that I can create different effects and sounds for bullets striking different materials. This is similar to addMaterialMapping for foot fall sounds/puffs.
This would probably require knowing which texture was struck (for DIFs) and what obj datablock (for DTS)
Can anyone suggest a way to achieve this (preferably in script)?
What I need to do is associated different textures with different particle emitters and sounds so that I can create different effects and sounds for bullets striking different materials. This is similar to addMaterialMapping for foot fall sounds/puffs.
This would probably require knowing which texture was struck (for DIFs) and what obj datablock (for DTS)
Can anyone suggest a way to achieve this (preferably in script)?
About the author
Currently working on ZDay: www.zdaygame.com
#2
There's a few things in this resource I've been wondering how to do. :D
02/17/2008 (5:36 pm)
Thanks Ron, There's a few things in this resource I've been wondering how to do. :D
Torque Owner Ronald J Nelson
Code Hammer Games
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14044