Hi!
I've been trying to figure this one out for a looonng time, but I can't seem to figure out how its done.
What I'm lookin to do is have a sprite/plane conform to a 3d mesh, but conform exactly to its faces.
Some examples of some real-life uses of this are bullet holes...for example, let's say you shot the edge of a crate, now assuming the game engine uses a textured sprite or flat plane as the bullet hole, the bullet hole will go off the edge of the crate because it was shot right at the edge. Now in real games, they somehow cut off the bullet hole, so it only shows up on the crate and not in the air! How is this done???
Another example is in almost any 3d RTS game, when you select a unit and a selection ring appears under the unit indicating they are selected. If you then move that unit over a bumpy area of the mesh the selection ring will conform perfectly to the ground mesh - no matter where on the mesh it is! Its like the sprite/plane gains and destroys verticies as its moving over the mesh so it may correctly layer itself on top of the ground....
Last example is when you throw a grenade in an FPS near a corner, where the bottom of a wall meets the floor, the scortch mark that appears when the grenade has detonated will be half on the floor and half on the wall! How did this get layered correctly? How did they figure it out?
Can anyone please explain how this is done and how its done in blitz? This one has been stumping me for a long time and its about time i put an end to this mystery...
I've been trying to figure this one out for a looonng time, but I can't seem to figure out how its done.
What I'm lookin to do is have a sprite/plane conform to a 3d mesh, but conform exactly to its faces.
Some examples of some real-life uses of this are bullet holes...for example, let's say you shot the edge of a crate, now assuming the game engine uses a textured sprite or flat plane as the bullet hole, the bullet hole will go off the edge of the crate because it was shot right at the edge. Now in real games, they somehow cut off the bullet hole, so it only shows up on the crate and not in the air! How is this done???
Another example is in almost any 3d RTS game, when you select a unit and a selection ring appears under the unit indicating they are selected. If you then move that unit over a bumpy area of the mesh the selection ring will conform perfectly to the ground mesh - no matter where on the mesh it is! Its like the sprite/plane gains and destroys verticies as its moving over the mesh so it may correctly layer itself on top of the ground....
Last example is when you throw a grenade in an FPS near a corner, where the bottom of a wall meets the floor, the scortch mark that appears when the grenade has detonated will be half on the floor and half on the wall! How did this get layered correctly? How did they figure it out?
Can anyone please explain how this is done and how its done in blitz? This one has been stumping me for a long time and its about time i put an end to this mystery...