Tom of course your gonna use particles what he's trying to figure out is how to mount the particle to where the bullet hits. This is very simple if you do it with bricks but it won't work properly on blockheads without some extra scripting. To make it work on objects simply change the bullet hit particle to the bullet hole and change it so instead of a spreading outwards in a circle make it stay still and remain there for a long period of time.
// Bullet holesdatablock DecalData(BulletDecal1){ sizeX = 0.1; sizeY = 0.1; textureName = "~/data/shapes/Weapons/bullethole";};datablock DecalData(BulletDecal2 : BulletDecal1){ textureName = "~/data/shapes/Weapons/bullethole2";};datablock DecalData(BulletDecal3 : BulletDecal1){ textureName = "~/data/shapes/Weapons/bullethole3";};
// decal stuff decals[0] = BulletDecal1; decals[1] = BulletDecal2; decals[2] = BulletDecal3;
Of course it's possible, there's a decalmanager in the torque engine by default, and unless Badspot's gone and taken it out, all you have to do is the following:Make your decal datablocks:Code: [Select]// Bullet holesdatablock DecalData(BulletDecal1){ sizeX = 0.1; sizeY = 0.1; textureName = "~/data/shapes/Weapons/bullethole";};datablock DecalData(BulletDecal2 : BulletDecal1){ textureName = "~/data/shapes/Weapons/bullethole2";};datablock DecalData(BulletDecal3 : BulletDecal1){ textureName = "~/data/shapes/Weapons/bullethole3";};And add set the decal datablocks for it to use.You can only have 6-8 datablocks set for a projectile.Code: [Select]// decal stuff decals[0] = BulletDecal1; decals[1] = BulletDecal2; decals[2] = BulletDecal3;