| We hope you enjoy your visit. You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you are already a member please log in to your account to access all of our features: |
| best way for bullet hole; is this anywere close? | |
|---|---|
| Tweet Topic Started: Sep 22 2008, 11:19 PM (238 Views) | |
| Bazza | Sep 22 2008, 11:19 PM Post #1 |
|
Forum God
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
is this the best way to get a rotx and roty for a bullet hole? BulletTragectory script
BulletHole
ApplyBulletHole
Edited by Bazza, Sep 24 2008, 07:01 AM.
|
| My instinct is to hide in this barrel, like the wily fish. | |
![]() |
|
| Dr. Best | Sep 23 2008, 11:12 AM Post #2 |
|
Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I think I told you this before. Do not bump that fast. You did not even wait three hours. I deleted your bump. Anyway, the best way to get rotation information for bullet hole quads is using GetRayTracingNormal(...) in combination with CalculateVectorLongitude(...) and CalculateVectorLatitude(...). |
![]() |
|
| « Previous Topic · Questions about Ultimate 3D · Next Topic » |





![]](http://z1.ifrm.com/static/1/pip_r.png)



2:48 AM Jul 11