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Hit effects [PICS]

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    Hit effects [PICS]

    I thought some of my fellow modders might find this useful. It's code and related resources (sounds and textures) for surface-dependant hit effects, intended to be integrated with custom weapons or other similar purposes.

    Here are some screenshots of a few of them:


    Glass



    Metal



    Wood


    You can read more here: http://www.cheese83.freeserve.co.uk/...hiteffects.htm

    You can download it here (279KB): http://www.cheese83.freeserve.co.uk/...HitEffects.zip

    #2
    Awesome! This would be real usefull for a good TC Mod

    Comment


      #3
      hmm

      can you make wood able to be fired through??
      and get decals on both sides?

      Comment


        #4
        holy ****! Thats awesome...I never understood with the power of the ut engine why they never included something like this. Damaged environments...

        Comment


          #5
          Re: hmm

          Originally posted by Zealot
          can you make wood able to be fired through??
          and get decals on both sides?
          That's up to the weapon code, not something that can be done with this by itself.


          Originally posted by |IB|Chrome
          holy ****! Thats awesome...I never understood with the power of the ut engine why they never included something like this. Damaged environments...
          They've half implemented it in UT2004, but it seems to be unfinished. Instead we get the rather lame sparks on everything Unfortunately there are a lot of materials and meshes in the standard maps that don't have surface types set, so you see more of the default effect than I would like. Not a problem for mods with their own maps though.

          Comment


            #6
            Umm... I ... love u...?

            Thanks Evil, we were goin to do some cool effects anyways, but this makes it that much easier.

            Much appreciated

            Comment


              #7
              now all we need is an infinite-decal mutator.

              Comment


                #8
                Shall I compile it for you for more convenient mass consumption?

                Comment


                  #9
                  Originally posted by Skarjj Master
                  now all we need is an infinite-decal mutator.
                  Is there not one already? There was one for UT2003 that will probably still work. It would be quite simple to edit the code so the decals stay for a long time without a mutator, and the particles too so you could fill the map with wood splinters and shards of glass.



                  Originally posted by TheBladeRoden
                  Shall I compile it for you for more convenient mass consumption?
                  If you want to distribute a compiled version then go ahead, but I don't think there is a need. I expect anyone who is in a position to use this code would want to compile it into their own package and would probably want to edit the code anyway.

                  Comment


                    #10
                    wow man that looks awesome if only we could use this in any map ,...,.,.:up:

                    Comment


                      #11
                      =D This really is great evil.

                      Comment


                        #12
                        What great things will you do next Mr. Evil?

                        Comment


                          #13
                          Originally posted by Skarjj Master
                          now all we need is an infinite-decal mutator.
                          search for giblife on this forum :noob:

                          It have :
                          Blood decals stay |x|
                          Other decals stay |x|
                          and alot other (useful or not ) features

                          Comment


                            #14
                            So the materialtest map isn't a working version of the effects in action, I didn't see a mylevel textures package for the sprites shown in the screenshots, plus nothing works except a few surfaces spawn a unique emitter effect when shot.

                            At any rate, wouldn't it be possible to include the code in a mylevel package and get these to work in any map type for ut2004?

                            Comment


                              #15
                              Very neat and useful nice work :up:

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