HuBBa 1 Posted May 22, 2002 Hm. i wonder. does OFP engine support hit marks like those when you fire on the ground on buildings/objects? And if so, what is needed for it to work? CfgModels selection? or what. I made a few new targets for a shooting range which i want to see where i hit. not just THAT i hit. Hopefully im missing something simple here.. /HuBBa Share this post Link to post Share on other sites
aLoneWolf 0 Posted May 22, 2002 Hmmm, I have made some new targets already & can see the hits.... Did you generated Components for Geometry & added weight(s) ? Share this post Link to post Share on other sites
PSC 0 Posted May 22, 2002 I assume Hubba was talking bout these little texture craters that appear after shooting the ground, and not the little dust "clouds" that are generated after you hit a building with a rifle. PSC Share this post Link to post Share on other sites
HuBBa 1 Posted May 22, 2002 Hm.. i do see the bullet impact. so those LOD's work.. what im looking for is the little mark left by the bullet. Like when you fire at the ground, it leaves small bullet holes. I dunno if its possible even on a building. /HuBBa Share this post Link to post Share on other sites
aLoneWolf 0 Posted May 22, 2002 Ouuu, sorry, have seen only those 'dust' clouds... Didn't tried to implement the bullet holes (craters) yet... In class CfgNonAIVehicles are used simulations 'Crater' & 'CraterOnVehicle' & simulations are hidden inside EXE, so I'm not sure if it's possible to redefine them - didn't studied this stuff, so don't know... Share this post Link to post Share on other sites
Rob 1 Posted May 23, 2002 if anyone has borland c++ 5 you will be able to access any executable and can read the programming involved in making it... i haven't tried it as my comp is packed for shipping because im moving as you may of seen on other threads but i can open any exe... if your saying that most of this stuff is in the exe file then what kind of information can i pull out and would bis approve? Share this post Link to post Share on other sites
HuBBa 1 Posted May 23, 2002 Hehehe... Borland C++ will NOT regenerate the sourcecode used to make the exe. What you can do is examine the machine instructions (Assembler) and try to figure it out. But first of all... that is a MAJOR undertaking, and WAY beyond what i want to do with this game. And last but not least, it's probably a violation of the license agreement you got with the game and agreed to when you installed it. Usually you add a clausule that the executables may not be modified in any way except by official updates from the publisher/creator (Ie. BIS). So instead of trying to figure out how to hack the exe beyond recognition, lets instead ask the creators of the game if it is possible to see bullet craters on objects other than the ground. And if so, how do we use that feature, what do we define in our cpp's or p3ds'. So BIS, is it possible? =) /HuBBa Share this post Link to post Share on other sites
aLoneWolf 0 Posted May 23, 2002 Sorry, but I don't deal with EXEs - licence violation ! Share this post Link to post Share on other sites
Rob 1 Posted May 23, 2002 i thought so thats why im noy going to go there but it was an idea..... Im sure you can figure it out soon.... But another thing is, is that they work when they hit the ground so maybe there are lods in making the islands? Share this post Link to post Share on other sites
HuBBa 1 Posted May 23, 2002 Which is why i was hoping some of the BIS people could take a quick rest from Resistance and have a peek at this topic Share this post Link to post Share on other sites
FlipeR 0 Posted May 23, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (aLoneWolf @ May 23 2002,11:18)</td></tr><tr><td id="QUOTE">Sorry, but I don't deal with EXEs - licence violation !<span id='postcolor'> OK Share this post Link to post Share on other sites
VipHeart 0 Posted May 29, 2002 Wether or not this "crater" as you call it appear ( those texture layers are also called "decals") depends on how you defined the vertice properties/settings i think. Because their is a selection if you want either "normal", "decal" or "radio12". I wonder what the last one could be...but i guess "decal" means that decals are added to the models after impact of bullets.. Share this post Link to post Share on other sites
HuBBa 1 Posted May 30, 2002 aha! Gotta test this when i get back home. Thanx Vip=) /HuBBa Share this post Link to post Share on other sites
Gen.Carnage 0 Posted June 2, 2002 dont bother, "decal" turns the block you are changing into a "sprite" spites are the things that allways face you no matter where you stand... so no go on that idea Share this post Link to post Share on other sites