improved bullet holes a lot
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Before Width: | Height: | Size: 70 KiB After Width: | Height: | Size: 87 KiB |
@@ -3,32 +3,33 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c03mwq2gxs7u0"
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path="res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.ctex"
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path.s3tc="res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.s3tc.ctex"
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metadata={
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"vram_texture": false
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://assets/Textures/bullethole.normal.png"
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dest_files=["res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.ctex"]
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dest_files=["res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.s3tc.ctex"]
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[params]
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compress/mode=0
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/normal_map=1
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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roughness/mode=1
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roughness/src_normal="res://assets/Textures/bullethole.normal.png"
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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detect_3d/compress_to=0
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BIN
assets/Textures/bulletholeMASK.png
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assets/Textures/bulletholeMASK.png
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After Width: | Height: | Size: 37 KiB |
35
assets/Textures/bulletholeMASK.png.import
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35
assets/Textures/bulletholeMASK.png.import
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@@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://clj3jr8fnrut4"
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path.s3tc="res://.godot/imported/bulletholeMASK.png-619fdae216f55ef3331b1d02d6c30b80.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://assets/Textures/bulletholeMASK.png"
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dest_files=["res://.godot/imported/bulletholeMASK.png-619fdae216f55ef3331b1d02d6c30b80.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@@ -1,7 +1,8 @@
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[gd_scene load_steps=5 format=3 uid="uid://crvohhc6kgshn"]
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[gd_scene load_steps=6 format=3 uid="uid://crvohhc6kgshn"]
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[ext_resource type="Texture2D" uid="uid://doo43x1ma0ufm" path="res://assets/UI/Crosshair/100h/Bullet Hole 1_png.png" id="1_a6hxe"]
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[ext_resource type="Script" path="res://scripts/bullet_hole.gd" id="1_r63bq"]
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[ext_resource type="Texture2D" uid="uid://clj3jr8fnrut4" path="res://assets/Textures/bulletholeMASK.png" id="2_4q4gp"]
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[ext_resource type="Texture2D" uid="uid://c03mwq2gxs7u0" path="res://assets/Textures/bullethole.normal.png" id="2_s81sk"]
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[sub_resource type="PlaneMesh" id="PlaneMesh_rv5u3"]
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size = Vector2(0.1, 0.1)
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@@ -11,13 +12,17 @@ transparency = 2
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alpha_scissor_threshold = 0.454
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alpha_antialiasing_mode = 0
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blend_mode = 3
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albedo_texture = ExtResource("1_a6hxe")
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albedo_texture = ExtResource("2_4q4gp")
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metallic_specular = 0.0
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normal_enabled = true
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normal_scale = 10.0
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normal_texture = ExtResource("2_s81sk")
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[node name="BulletHole" type="Node3D" groups=["spawned"]]
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script = ExtResource("1_r63bq")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, -0.001)
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transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
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mesh = SubResource("PlaneMesh_rv5u3")
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surface_material_override/0 = SubResource("StandardMaterial3D_y0mpl")
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@@ -54,6 +54,7 @@ func _physics_process(delta):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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instance_bullethole.rotation.z = deg_to_rad(randf_range(0,360))
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if body.is_in_group("switch"):
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body.hit()
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