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Material Collision Particles


Ishtvan

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Particles generated when you hit different materials is a minor aesthetic point for melee combat, but might as well bring it up in case someone has time to work on it. These particles could also apply when shooting arrows into things, or for some high-velocity moveable collisions (dropping a crate a long distance down).

 

The spark for hitting metal I took from Doom3. I didn't have time to look extensively for wood and stone dust puffs. There must be some though, since I thought Doom3 was pretty good about creating particles when you shot various surfaces. Looking through them could be a good task for a modeler with spare time or maybe one of the beta mappers who wants to help.

 

Here is the list of possible surface types:

 

"metal", "stone", "flesh", "wood", "cardboard", "liquid", "glass", "plastic", "ricochet", "surftype10", "surftype11", "surftype12", "surftype13", "surftype14", "surftype15"

 

tile", "carpet", "dirt", "gravel", "grass", "rock", "twigs", "foliage", "sand", "mud", "brokeglass", "snow", "ice", "squeakboard", "puddle", "moss", "cloth", "ceramic", "slate", "straw", "armor_leath", "armor_chain", "armor_plate", "climbable", "paper"

 

IMO these sets could share the given particle effect when you hit them:

 

stone, tile, rock, slate, ceramic : puff of stone

wood, squaekboard: puff of wood dust

dirt, gravel, grass, twigs, mud : puff of dirt

liquid, puddle : splash (aside: why do we have 'puddle?')

foliage, moss : puff of green bits

snow: puff of snow

ice: puff of ice (same as snow if we're lazy)

sand : puff of sand (puff of dirt effect w/ different color?)

glass, brokeglass: no particle or small puff of glass dust

straw: puff of straw (some fibers visible)

metal, armor_plate: metal spark

flesh, armor_leath: blood if the thing hit bleeds

 

carpet, cloth, paper, armor_chain(?) : generic grey dust puff

 

I didn't include: cardboard, plastic, ricochet. These are vanilla Doom3 surfaces that I don't think we use in TDM.

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