x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

What's the most effective way to simulate "on hit" wounds?

A weapon hits an enemy AI character. Some of the hits are random and some of them are pre-set.

What's the best method for putting blood texture on these hit locations?

I've already tried layering a blood texture on top of the characters material. However this requires me to guess the location and I end up with many different textures for each hit.

Decals are possible, but they stretch during mesh deformation.

Any ideas?

Product Version: Not Selected
Tags:
more ▼

asked Apr 22 '15 at 02:05 PM in Everything Else

avatar image

Crofty
58 13 17 23

avatar image Gunnar0 Apr 23 '15 at 03:36 AM

I use decals for a similar purpose but you could be right. Im doing paintball and when I shoot at a wall sideways it stretches it because of "get actor rotation."

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question