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Blood effects and cloth


Springheel

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Currently non-armoured parts of AI are set as surface material "cloth". I'm assuming that's why they don't spawn blood effects when hit anymore. Would it make more sense for me to set them to 'flesh', or is there a way to make cloth spurt blood only on AI and not from banners, etc?

 

The only reason I can think of not to set them to flesh by default is for collision sounds. But I'm not sure how big a deal that is.

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Wouldn't a cloth collision sound be inappropriate for hitting someone's cloth-covered flesh anyway? When I think "cloth collision" I think "flour sack", not "flesh under a thin shirt".

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Yeah, the way it's set up now, which particle effects are generated on which surface is defined on the weapon, not on the thing you're hitting. So if any cloth surface was set up to spurt blood when hit with a weapon, all cloth surfaces would spurt blood. We might want to change that in the future, so it can be defined on the entity you hit.

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