OnyxAbyss Posted December 4, 2008 Share Posted December 4, 2008 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 More sharing options...
Skree000 Posted December 4, 2008 Share Posted December 4, 2008 ill take a look but im pretty sure its an easy fix.im guessing its just the alpha that needs to be custom as well as the diffuse Link to comment Share on other sites More sharing options...
OnyxAbyss Posted December 4, 2008 Author Share Posted December 4, 2008 Ahh, yes thank you I found it. Thanks a bunch. Link to comment Share on other sites More sharing options...
Skree000 Posted December 4, 2008 Share Posted December 4, 2008 Ok the way these work is using a Parallax normal map shader The textures included are DiffuseSpecNormalAlphaHeightmap Heres a look at 'bullet impact on wood' looks like.(textures separated from the shader) Alphahttp://i53.photobucket.com/albums/g69/Arctura000/bullethole_A.jpg Diffuse, i thinkhttp://i53.photobucket.com/albums/g69/Arctura000/bullethole_D.jpg Spechttp://i53.photobucket.com/albums/g69/Arctura000/bullethole_S.jpg Normalhttp://i53.photobucket.com/albums/g69/Arctura000/bullethole_N.jpg Heighthttp://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 More sharing options...
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