Jump to content
Sign in to follow this  
HuBBa

Engine question...

Recommended Posts

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

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

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

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

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

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

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

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

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 smile.gif

Share this post


Link to post
Share on other sites

</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 tounge.gifwink.gif

Share this post


Link to post
Share on other sites

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.. biggrin.gif

Share this post


Link to post
Share on other sites

aha! Gotta test this when i get back home.

Thanx Vip=)

/HuBBa

Share this post


Link to post
Share on other sites

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×