improved bullet holes a lot

This commit is contained in:
derek
2024-12-05 12:50:31 -06:00
parent 023879ea9f
commit f6812b167f
8 changed files with 55 additions and 13 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 70 KiB

After

Width:  |  Height:  |  Size: 87 KiB

View File

@@ -3,32 +3,33 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://c03mwq2gxs7u0"
path="res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.ctex"
path.s3tc="res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.s3tc.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/Textures/bullethole.normal.png"
dest_files=["res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.ctex"]
dest_files=["res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.s3tc.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/normal_map=1
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
roughness/mode=1
roughness/src_normal="res://assets/Textures/bullethole.normal.png"
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0

Binary file not shown.

After

Width:  |  Height:  |  Size: 37 KiB

View File

@@ -0,0 +1,35 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://clj3jr8fnrut4"
path.s3tc="res://.godot/imported/bulletholeMASK.png-619fdae216f55ef3331b1d02d6c30b80.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://assets/Textures/bulletholeMASK.png"
dest_files=["res://.godot/imported/bulletholeMASK.png-619fdae216f55ef3331b1d02d6c30b80.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

View File

@@ -1,7 +1,8 @@
[gd_scene load_steps=5 format=3 uid="uid://crvohhc6kgshn"]
[gd_scene load_steps=6 format=3 uid="uid://crvohhc6kgshn"]
[ext_resource type="Texture2D" uid="uid://doo43x1ma0ufm" path="res://assets/UI/Crosshair/100h/Bullet Hole 1_png.png" id="1_a6hxe"]
[ext_resource type="Script" path="res://scripts/bullet_hole.gd" id="1_r63bq"]
[ext_resource type="Texture2D" uid="uid://clj3jr8fnrut4" path="res://assets/Textures/bulletholeMASK.png" id="2_4q4gp"]
[ext_resource type="Texture2D" uid="uid://c03mwq2gxs7u0" path="res://assets/Textures/bullethole.normal.png" id="2_s81sk"]
[sub_resource type="PlaneMesh" id="PlaneMesh_rv5u3"]
size = Vector2(0.1, 0.1)
@@ -11,13 +12,17 @@ transparency = 2
alpha_scissor_threshold = 0.454
alpha_antialiasing_mode = 0
blend_mode = 3
albedo_texture = ExtResource("1_a6hxe")
albedo_texture = ExtResource("2_4q4gp")
metallic_specular = 0.0
normal_enabled = true
normal_scale = 10.0
normal_texture = ExtResource("2_s81sk")
[node name="BulletHole" type="Node3D" groups=["spawned"]]
script = ExtResource("1_r63bq")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, -0.001)
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
mesh = SubResource("PlaneMesh_rv5u3")
surface_material_override/0 = SubResource("StandardMaterial3D_y0mpl")

View File

@@ -54,6 +54,7 @@ func _physics_process(delta):
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
else:
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
instance_bullethole.rotation.z = deg_to_rad(randf_range(0,360))
if body.is_in_group("switch"):
body.hit()