Calena wrote:One day Sirius says "it's really complicated". The next thing we know, denDwaler shows up with an outrageously cool gun and Sirius has the whole thing figured out and working
Hehehe, yeah, well, better this than saying it's easy and never manage to setup the whole thing...
Plus there are still the responders to setup, the rotation for the gun to handle, etc.
I'm still working on enhancing the whole thing, then I'll release it.
Meanwhile, if Karkadann wants to try and figure out how to do this in Max... Here is a list of things that must be done:
- Show Spoiler
First, add a collision geometry to your object. The object doesn't need to be collidable by the avatar, but it must have the "LOS only" (Line-of-Sight only) flag (probably for something called "member group").
Then, you must find how to add a Bullet Manager with the Max plugin. It's not an object modifier, so I have no idea where this could be.
In the options of this bullet manager, you have to setup a few things:
- a preshade material and a runtime material. This is the decal material.
I have no idea what's the difference between preshade and runtime, I used the same mat for both.
- target objects. These are obviously the objects you're supposed to be able to shoot (those with the LOS only flag).
- particle object. This is an emitter that will play a small particle effect when the object is shot (dust, metal splinters, etc)
This is optional, I didn't use it in my test.
- a few parameters and metrics: except for the lifespan and scale option, I have no idea what is best for these. I used Teledahn's defaults:
MaxNumVerts="1000" MaxNumIndices="1000" WaitOnEnable="0" PartyTime="0.25"
Intensity="1" WetLength="0" RampEnd="0.1" DecayStart="22.5" LifeSpan="30"
Best experiment with these until you're satisfied.
Note: without the Python file you won't be able to fire anything, so even if you find the options in Max you won't be able to check this in the game.
Or, you could export a single PRP from Max, and put this PRP in Teledahn, somewhere near the vapor gun. If you did it correctly, it should put some decals on the object you added when firing the vapor gun
EDIT: I'm not sure what we're firing exactly - is it a "small" gun with a small bullet, or is it a real canon, as there was on ships, that fire 10 cm wide bullets ?
Because if it's one like Karkadann built, it's going to cause really big decals. And we won't be able to see the bullet once fired
By the way, nice gun model too, Karkadann