by bismarck13 » Wed Mar 10, 2010 11:56 am
There are two ways to do it. One is with "dynamic texture swapping" and the other is with simple polys that only show when a bullet hits. So what you see is the same main model with a little poly of a bullet hole superimposed just above the original poly. I started by using the directions from Caleb Flerk's site but it didn't quite work, but from that first test I figured out my own method. I am not messing with anything with a name like "Dynamic Texture Swapping." If it sounds complicated it probably is. But that is the method you see when there are the two types of texture files labeled "T" and "D." The way I did it you just have to identify it to FSDS as a bullet strike and it shows up when the .dp box gets hit! Pretty simple actually . . .