Jump to content

Bullet Impact Decal shapes?


OnyxAbyss

Recommended Posts

Well I'm working on a small mod right now that basically changes it so that instead of bullet impacts on surfaces, a splatter of paint would show up instead. (remember the paintball mode for goldeneye 64?)

 

Anyways, I got the colours and bump maps working right, but I can't figure out how to change each decal from the default shape. For instance, the paintball that hits on metal will be the colour I want, but something is keeping the decal from changing to a different shape other than what is normally used. So I would have a blue splatter but shaped like a metal impact when you shoot metal.

 

Any ideas?

Link to comment
Share on other sites

Ok the way these work is using a Parallax normal map shader

 

The textures included are

 

Diffuse

Spec

Normal

Alpha

Heightmap

 

Heres a look at 'bullet impact on wood' looks like.

(textures separated from the shader)

 

 

Alpha

http://i53.photobucket.com/albums/g69/Arctura000/bullethole_A.jpg

 

Diffuse, i think

http://i53.photobucket.com/albums/g69/Arctura000/bullethole_D.jpg

 

Spec

http://i53.photobucket.com/albums/g69/Arctura000/bullethole_S.jpg

 

Normal

http://i53.photobucket.com/albums/g69/Arctura000/bullethole_N.jpg

 

Height

http://i53.photobucket.com/albums/g69/Arctura000/bullethole_H.jpg

 

Parallax shaders combine the lighting information of normal maps and do a simulated z-axis depth projection which can actually make 2d textures look 3d. For example, bullet holes that seem to 'poke in' to surfaces, appearing to deform the surface.

 

The Alpha is the thing you want to change to change the 'shape' of your bullet holes. White is opaque and black is transparent. Easiest way to achieve a matching alpha for your diffuse is to (in photoshop) put your diffuse splatter pattern on its own layer and adjust the brightness so it is completely white. Jack up the contrast also if needed to make sure its 100% white.

 

Any degree of grayscale will appear semi-transparent, and will look weird for paint splatters, since paint is an opaque substance.

 

Also dont forget to change all the maps accordingly, if you retain the original height or spec maps on your paint splatters, that will look pretty silly too :)

Paint is pretty wet substance, so the spec map can be fairly light grey, and the height map you want to leave completely white. White being default height value I believe.

 

(Not 100% sure that is the height map, I just ripped out some textures without really taking time to look at them, but you get the idea regarding alphas anyways

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...