Player model specific gibs?

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Do YOU want player model specific gibs?

Yes - ideas, suggestions?
14
93%
No - why not?
1
7%
 
Total votes : 15

Player model specific gibs?

Postby Taiyo.uk » Sat Aug 16, 2008 7:57 am

One thing that has been hindering my rocketspamming from day one is the fact that all playermodels, be they humans, robots or mutants, spew the same gibs.

A robot would disintegrate into various parts amidst a shower of sparks and jets of hydraulic fluid.

Carni and the other mutants, though can share the red blood and muscle/organ gibs, all have the same human skull. Blowing up someone with the lycanthrope model becomes far more satisfying when a canine skull pops out from the explosion. How about creating player-specific skulls by decapitating the player models and giving them some skeletal skins?

The gibs could use the player colour system if recognisable bits of skin and what not are included, though those crowded eggandbacon battles would quickly look like an enormous packet of rainbow drops.

I can make some new gib models if there's sufficient demand.
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Postby HarryButt » Sat Aug 16, 2008 10:06 am

I think it might add something to the overall graphics, so I'm pro.
What about performance? All different gibs gotta be more demanding than just one kind, especially at "Lots"-settings :P
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Postby file 824 ph » Sat Aug 16, 2008 4:49 pm

maybe just a tint to the current ones... ie robots can tint the current... umm chunks, to a grey/black colour setup
but cahnging the skulls doesnt make a difference... who is going to sit there staring at teh skull anyways?

anothing thing ive noticed is that nomatter how slowly pple are moving if they are knocked upwards their bodies dont explode till they hit the ground... or wall

looks funny if u use some of the lower knowckback weapons (but still have definable force) so that u can see a body flutter down to the ground... and then explode...

not big problem, looks kinda funny tho
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Postby kozak6 » Sun Aug 17, 2008 1:23 am

I always thought Nexuiz could use some green gibs.
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Postby HarryButt » Sun Aug 17, 2008 3:27 am

file 824 ph wrote:u can see a body flutter down to the ground... and then explode...
It's an awesome feature :P It's adding a lot to the game's humor, like the screaming gibs in UT99, so don't even think of fixing this one.
I already thought about splitting my unfinished model into different parts, so that the jaw and the back arms can fly around separately. It's not that far from disassembling it completely, so we'd have our first custom gibbing model.
By the way, would it hurt the performance to even animate the gibs? Even if they have to be extremely low-poly, imo it would add a fun factor, if the hand or leg would still be moving... Would be a cool thing for the robot models too.
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