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SWAT 3 - LAST RESORT GAME MODIFICATION


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difference at bullet hole grouping

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4 years 3 days ago - 4 years 3 days ago #1548 by Slippery Jim
I just wanted to be clear the mod didn't touch that area to save you time in case you were researching it. I wasn't offended or being defensive. It is all good. :)

I wouldn't know how to fix that issue without probably making the damage decals smaller and less realistic. I am certainly no expert in this department though.

I made the Chicken cannon about 20 years ago (that spits out decals) but I was lazy and just modified the decal data from a gun mod from Bierchen. I never investigated a method to modify the spread of the decals.

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4 years 2 days ago #1558 by Higgins
its ok and yes smaller decals would be awfull and thats not what i had in mind.
this wouldn´t be the the "solution" i want.
at its best it would be something like an illusion.
decals are fine and didnt want to change them either.

i´ll have to wait and see if copy-cat can get any new info

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4 years 1 day ago - 4 years 1 day ago #1564 by Copy-Cat
Here are some observations during extensive testing.
1. the decal's position is not material pixel dependent, meaning doesn't matter where the pixel begins or ends on the material it spawns(hits) on for the game to spawn them. The game always spawns them in the same location every time. (Needs more testing)
2. All the material categories including default have the same impact pattern, some like [liquid] do not render decals.
3. the render pattern is a pixel based (Muzzle to Target) cone and increases in diameter based on distance from material.
4. zooming in has no affect on the decal spread radius, nor the accuracy of the shot, it still spreads.
5. I am not convinced the placement of the decals have anything to do with the accuracy of the shot, it's purely cosmetic to avoid overlapping of decals, maybe to cover up how unrealistic it would be to hit the same spot with 10 shots fire back to back.
6. I have found a values that substantially decreases the decal spread radius, the decal's position is not affected. The game doesn't have any values for recoil that will affect our accuracy, so you can fire 10 shots in a row and you hit the same spot. That is not realistic at all. All the values are carefully tuned and linked, modifying one and not adjusting the other will definitely ruin the experience.
7. The placement of the decals is based on the time between shots. take slower shots and your accuracy increases. (Needs more testing)
8. The size of the texture doesn't affect the placement the placement of decals.
9. The UV mappings of the texture applied doesn't affect the placement of decals.
10 the corner edges of objects does affect the placement, 1/2 the normal distance between decals at the edges.

I have spend about 2 hours a day on this for the past couple of days. Currently skimming thru code to find the location of the random positions for the decals. Getting thru the SWT_Rifle_ skeleton animations is taking a bit longer. Maybe i'll throw an error on that decal by creating an 8 bit bmp to replace the decal and get me closer to the random positions and the decal spread radius.


I've updated the post. Please re-read.

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4 years 1 day ago #1565 by Slippery Jim
Will I use what you discover in the mod? To be honest I am still not understanding what the problem is to begin with. Not trying to be a dick. I am just stupid sometimes (most of the time?).

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4 years 1 day ago - 4 years 1 day ago #1566 by Copy-Cat
Too many images to explain exactly what is going on.

1. Launch game with the following command lines, it can be any map but for this example -
Code:
-window -map missionc -noai

2. turn left - do you see the ac unit? - align your pos and sights to the center of that ac unit -
open console and type
Code:
biggerpockets

3. now take about 100 shots without moving mouse - after shots - inspect the decals -
see how decals are in a circular pattern, and none are overlapping?

4. restart map, this time get further away - take 150 shots without moving mouse -
notice the circular pattern got larger?

5. now take more shots attempting to shoot in-between those decals
notice you cannot shoot between decals and create overlapping decals. UPDATE: you can however fill in the missing ones.

6. now take more shots around the perimeter of the pattern.
notice the distance between decals doesn't change.

Problem-
How do we decrease the distance between decals causing overlapping decals and increase the appearance of accuracy?
and how to minimize the circular pattern caused by the randomization of shots that produces a recoil effect?

UPDATE: I suggest turning your volume down when running this test.
Go back and read my post again,
Take single shots with about a second between shots, and your accuracy increases.

"select all - copy - submit!"

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4 years 1 day ago - 4 years 1 day ago #1567 by Slippery Jim
Hmmm, still not understanding so guess ya I have to try it in game.

Of course with distance I expect the grouping to be larger.

Will have to try it out to wrap my tiny brain around it. So far it just sounds cosmetic and doesn't necessarily mean bullet accuracy when hitting a character hitbox.

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