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Guess What TR . . . . (Read 561 times)
Mar 10th, 2010 at 8:58am

bismarck13   Offline
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I finally tried to go a bit furhter with my models. Take a look. It is not that hard either, just time consuming . . . ...
 
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Reply #1 - Mar 10th, 2010 at 11:43am

Tango_Romeo   Offline
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Damage models?   I love damage models...one day I'll have to learn how to do them.  Cool  (I looked at one once, but it seemed too complicated and I moved it to the bottom of the list.)  Undecided

You should do a tutorial....hint, hint.  Roll Eyes 
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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Reply #2 - Mar 10th, 2010 at 11:56am

bismarck13   Offline
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There are two ways to do it. One is with "dynamic texture swapping" and the other is with  simple polys that only show when a bullet hits. So what you see is the same main model with a little poly of a bullet hole superimposed just above the original poly. I started by using the directions from Caleb Flerk's site but it didn't quite work, but from that first test I figured out my own method.  I am not messing with anything with a name like "Dynamic Texture Swapping."  If it sounds complicated it probably is.  But that is the method you see when there are the two types of texture files labeled "T" and "D."  The way I did it you just have to identify it to FSDS as a bullet strike and it shows up when the .dp box gets hit! Pretty simple actually . . .
 
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Reply #3 - Mar 10th, 2010 at 2:25pm

hellcat-44   Offline
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  SmileyOutstanding! My long standing love affair with modified stockers has really been a love for bullet holes.
 

hellcat
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Reply #4 - Mar 10th, 2010 at 7:03pm

Tango_Romeo   Offline
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bismarck13 wrote on Mar 10th, 2010 at 11:56am:
I am not messing with anything with a name like "Dynamic Texture Swapping."  If it sounds complicated it probably is.  But that is the method you see when there are the two types of texture files labeled "T" and "D."  The way I did it you just have to identify it to FSDS as a bullet strike and it shows up when the .dp box gets hit! Pretty simple actually . . .


Neat...I'm gonna' have to figure out how to tag the bullet hole textures exactly in FSDS.   Are you using lots of little transparent texture patches like they do on the stockers holes?  Cool
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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Reply #5 - Mar 10th, 2010 at 7:54pm

bismarck13   Offline
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Yes
I put a little bullet hole texture on a little round poly and then stick it on just above the surface of the aircraft. You have to position it pretty level over the old one and as close to it as you can get.
If you go to the Caleb Flerk site there is a mini-tutorial on making the bullet holes. I am not following that method exactly but it does tell you how to define the various bullets and locations and how to put the triggers into the .dp file.
 
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Reply #6 - Mar 11th, 2010 at 12:01am

Tango_Romeo   Offline
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Cool Having read-up on it and run a couple of tests, by golly, that is a simple technique....although a labor-intensive one.  Cheesy

Neat stuff.  Smiley
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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