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Bullet holes

vincentf563

Members +
Does anyone know a good tutorial on how I can get bulletholes to appear on my models when they take damage like the stock planes do? I know how to do damage textures and all that but I mean that when the stock planes get hit with one bullet they look like they got shredded.
 
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If you use FSDS2.4 I Can try to make a Tutorial.

Bullet holes effect is based on a Polygon with the bullet-hole-texture on it, so if you want bullet holes, you must add those polys extra to the final model’s surface.

With FSDS2 it’s a little extra work.

wolfi
 
IIRC the model needs to the the bullet holes modeled on to the aircraft and than needs SCASM code edited for them to work. TLDR, if the model doesn't already have them the chance of adding them are 0.00*% of adding them.
 
IIRC the model needs to the the bullet holes modeled on to the aircraft and than needs SCASM code edited for them to work. TLDR, if the model doesn't already have them the chance


I think it's possible ... using mcx to convert to fsc, import to fsds2, and make a damage profile bgi with bullet holes.... than add with scasm. Take some work to get going .... but possible.
 
Hi,

The below will help with bullet holes, courtesy of roger-willco-66 over at fsdeveloper

bullets0 [FLAGS16] Used in Combat Flight Simulator. [Right Wing - Upr Surface]
E616DD47-B038-4A47-A955-8D7C93ED99C0
If this bit=1 Bullet hit at ...
0001h index 1 Right Wing - Upper
0002h index 2 Right Wing - Upper
0004h index 3 Right Wing - Upper
0008h index 4 Right Wing - Upper
0010h index 5 Right Wing - Upper
0020h index 6 Right Wing - Upper
0040h index 7 Right Wing - Upper
0080h index 8 Right Wing - Upper
0100h index 9 Right Wing - Upper
0200h index 10 Right Wing - Upper
0400h index 11 Right Wing - Upper
0800h index 12 Right Wing - Upper
1000h index 13 Right Wing Tip - Upper
2000h index 14 Right Wing Tip - Upper
4000h index 15 Right Wing Tip - Upper
8000h index 16 Right Wing Tip - Upper
=======================================
bullets1 [FLAGS16] Used in Combat Flight Simulator. [Left Wing - Upr Surface]
1BAEF42B-7D43-451A-9BBD-E2BC77672CF4
If this bit=1 Bullet hit at ...
0001h index 17 Left Wing - Upper
0002h index 18 Left Wing - Upper
0004h index 19 Left Wing - Upper
0008h index 20 Left Wing - Upper
0010h index 21 Left Wing - Upper
0020h index 22 Left Wing - Upper
0040h index 23 Left Wing - Upper
0080h index 24 Left Wing - Upper
0100h index 25 Left Wing - Upper
0200h index 26 Left Wing - Upper
0400h index 27 Left Wing - Upper
0800h index 28 Left Wing - Upper
1000h index 29 Left Wing Tip - Upper
2000h index 30 Left Wing Tip - Upper
4000h index 31 Left Wing Tip - Upper
8000h index 32 Left Wing Tip - Upper
=======================================
bullets2 [FLAGS16] Used in Combat Flight Simulator. [Nose - Left Side]
CB3630A7-8CF5-4C03-9BB0-A573F8B0288A
If this bit=1 Bullet hit at ...
0001h index 33 Nose - Left
0002h index 34 Nose - Left
0004h index 35 Nose - Left
0008h index 36 Nose - Left
0010h index 37 Fuselage - Left
0020h index 38 Fuselage - Left
0040h index 39 Fuselage - Left
0080h index 40 Fuselage - Left
0100h index 41 Fuselage - Left
0200h index 42 Fuselage - Left
0400h index 43 Fuselage - Left
0800h index 44 Fuselage - Left
1000h index 45 Tail (Fwd) - Left
2000h index 46 Tail (Fwd) - Left
4000h index 47 Tail (Fwd) - Left
8000h index 48 Tail (Fwd) - Left
===================================
bullets3 [FLAGS16] Used in Combat Flight Simulator. [Nose - Right Side]
D39A7A59-4FD9-43F6-B170-6CDFFDC455DD
If this bit=1 Bullet hit at ...
0001h index 53 Nose - Right
0002h index 54 Nose - Right
0004h index 55 Nose - Right
0008h index 56 Nose - Right
0010h index 57 Fuselage - Right
0020h index 58 Fuselage - Right
0040h index 59 Fuselage - Right
0080h index 60 Fuselage - Right
0100h index 61 Fuselage - Right
0200h index 62 Fuselage - Right
0400h index 63 Fuselage - Right
0800h index 64 Fuselage - Right
1000h index 65 Tail (Fwd) - Right
2000h index 66 Tail (Fwd) - Right
4000h index 67 Tail (Fwd) - Right
8000h index 68 Tail (Fwd) - Right
===================================
bullets4 [FLAGS16] Used in Combat Flight Simulator. [Horizontal Stabilzer - Upr Surface]
7664E098-29B8-4247-8886-ECC08BF9979B
If this bit=1 Bullet hit at ...
0100h index 73 Right Elevator - Upper
0200h index 74 Right Elevator - Upper
0400h index 75 Right Elevator - Upper
0800h index 76 Right Elevator - Upper
1000h index 77 Left Elevator - Upper
2000h index 78 Left Elevator - Upper
4000h index 79 Left Elevator - Upper
8000h index 80 Left Elevator - Upper
===================================
bullets5 [FLAGS16] Used in Combat Flight Simulator. [Right Wing - Lwr Surface]
646F6809-8078-4B29-9719-6D2736772E06
If this bit=1 Bullet hit at ...
0001h index 81 Right Wing - Lower
0002h index 82 Right Wing - Lower
0004h index 83 Right Wing - Lower
0008h index 84 Right Wing - Lower
0010h index 85 Right Wing - Lower
0020h index 86 Right Wing - Lower
0040h index 87 Right Wing - Lower
0080h index 88 Right Wing - Lower
0100h index 89 Right Wing - Lower
0200h index 90 Right Wing - Lower
0400h index 91 Right Wing - Lower
0800h index 92 Right Wing - Lower
1000h index 93 Right Wing Tip - Lower
2000h index 94 Right Wing Tip - Lower
4000h index 95 Right Wing Tip - Lower
8000h index 96 Right Wing Tip - Lower
===================================
bullets6 [FLAGS16] Used in Combat Flight Simulator. [Left Wing - Lwr Surface]
8D0E50B9-5F1E-405A-A0FE-3D39DEF3848A
If this bit=1 Bullet hit at ...
0001h index 97 Left Wing - Lower
0002h index 98 Left Wing - Lower
0004h index 99 Left Wing - Lower
0008h index 100 Left Wing - Lower
0010h index 101 Left Wing - Lower
0020h index 102 Left Wing - Lower
0040h index 103 Left Wing - Lower
0080h index 104 Left Wing - Lower
0100h index 105 Left Wing - Lower
0200h index 106 Left Wing - Lower
0400h index 107 Left Wing - Lower
0800h index 108 Left Wing - Lower
1000h index 109 Left Wing Tip - Lower
2000h index 110 Left Wing Tip - Lower
4000h index 111 Left Wing Tip - Lower
8000h index 112 Left Wing Tip - Lower
===================================
bullets7 [FLAGS16] Used in Combat Flight Simulator. [Horizontal Stabilizer - Lwr Surface]
D7CD3343-7D09-4902-9B49-69D0FC807A1D
If this bit=1 Bullet hit at ...
0001h index 49 Vertical Stabilizer - Left
0002h index 50 Vertical Stabilizer - Left
0004h index 51 Vertical Stabilizer - Left
0008h index 52 Vertical Stabilizer - Left
0010h index 69 Rudder
0020h index 70 Rudder
0040h index 71 Rudder
0080h index 72 Rudder
0100h index 113 Right Elevator - Lower
0200h index 114 Right Elevator - Lower
0400h index 115 Right Elevator - Lower
0800h index 116 Right Elevator - Lower
1000h index 117 Left Elevator - Lower
2000h index 118 Left Elevator - Lower
4000h index 119 Left Elevator - Lower
8000h index 120 Left Elevator - Lower


Cheers
Aussie
 
It's possible with Gmax and a re-work of the model with SCASM, MakeMDL don't export the bullets0 to 7 (it might cause in the makemdl.exe it's enumerated with all the potential animations, but something is missing for it to work ..?..)
You can "disguish" your bullets in "endcaps" parts that makemdl can export, and re-name the IfVarAnd to bullets0 to 7 in the SCASM code, but it's very looooong, and probably doesn't worth to be done, I'm actually experimenting it, but I won't do it again any more, too much time wasted for a little result.
Cheers
Martin
 
Sometimes ppl make me laugh..... if had of listen to ppl on what can and can't done.... i wouldn't be doing what i do..... lol
 
If you can convert the model to FSDS2, there is no need for scasm editing, because it’s built into the software. You can add the bullet holes polygons to the model, then go to the “Part Properties” of the polygon, add in the “Pre Process” Window for example “Tail Visibility” then select in the “Variable ID” “Bullets7”. The “Index” of the bullet hole polygon is to set in the “value1“window. Note There is a maximum Bullet holes of 120. -and you must do it for each bullet hole polygon

If the variables doesn`t show up, you must unlock them in the FSDS2 program folder, look for “mdl_paramDict_cfs2” open the file with notepad, look for the Parameter you want to unlock and remove the semicolon before the parameter.

You can finally convert your model to CFS2. Then setup the DP file properly.

But, even if you don’t need Scasm editing, it`s a lot of work.

wolfi
 

Attachments

  • FSDS2 Bullet holes 1.jpg
    FSDS2 Bullet holes 1.jpg
    555.1 KB · Views: 7
  • FSDS2 Bullet holes 2.jpg
    FSDS2 Bullet holes 2.jpg
    446.4 KB · Views: 7
Wolfi.... for fs9 to cfs2 conversions you would.... i'm talking about A/C already been out for years.... not freshly baked models
 
If you use FSDS2.4 I Can try to make a Tutorial.

Bullet holes effect is based on a Polygon with the bullet-hole-texture on it, so if you want bullet holes, you must add those polys extra to the final model’s surface.

With FSDS2 it’s a little extra work.

wolfi
Yes please my email is vincentf563@msn.com. I have all those programs. I need it explained with pictures like you did up there thats great!!
 
I should point you to the "Caleb Flerk's Guide to Speshul Efeks" here at SOH


These are the definitive information on Microsoft's Combat Flight Simulator 2, in the design, building and modding of models for this flight sim. It was written by Bill Caraway who probably was involved with the orginal development of CFS2 given the very indepth level of his guides.

If you are only interested in the bullet holes, here is the booklet about them:
 

Attachments

  • Caleb Flerk bullet holes tutorial.zip
    332.3 KB · Views: 4
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