Thought to give this topic another revive. It would be really sad to see this die again especially now that we're halfway through and have the necessary gib models only needing the final code changes.
As I said last time, I tried looking through the code but only understand enough to make the sets of gib switches. If a species category could be added in data\models\player\*characters.txt that the code could read and spawn different gibs for it would all be done. I can try to make the part of the code I understand and post it here though that would only be a little bit of what's needed sadly.
I think it would be a good start if some of the devs could post their opinion on the final version of tundramagi's robot gibs and my alien gibs and if they're good enough to go in SVN at least for a start. Committing these models would help a lot too I think, since it would represent a start and probably make it easier to work with the code and implement what's left.
[EDIT] - Regarding the blood, I did a bit more checking and thought to post what I found here since it took me weeks to find this out and I thought it would make things easier. There doesn't appear to be any blood texture at all, the blood splats are dynamically generated textures which seem to done by the engine each time a blood particle / decal is called. The only thing which I guess maters is being able to recolor it, but sadly the coloring is done in the engine as well.
If anyone compiles Darkplaces from SVN, the file which contains the code generating the blood decals / particles is cl_particles.c. In Nexuiz a small part of the blood effects can be configured from effectinfo.txt, but this only includes a few of the changes which need to be done (
this and the "blood clouds" are all that can be tweaked from effectinfo.txt).