Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Postby Mr. Bougo » Sat Apr 18, 2009 7:21 am

MirceaKitsune wrote:[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).


The blood is simply particles. It can be found in data/particles/particlefont.tga

I'm not sure you can extend the font to make something bigger than 8*8...
Anyway, it seems effectinfo uses that font, and indicates which particle range to use with the "tex" word

EDIT: Oh, the decals are indeed not setup this way :/
Meh.
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Postby tundramagi » Sat Apr 18, 2009 3:04 pm

This is never going to happen. We shouldn't have bothered.
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Postby tundramagi » Sun Apr 19, 2009 7:10 pm

Can we have this please. The gibs are made. I and MirceaKitsune made them. Neither of us can add the code because programming is too hard and for inexperianced coders it takes like a fucking week to do even one tiny simple thing!
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Postby MirceaKitsune » Sun Apr 19, 2009 10:45 pm

I don't want to say something wrong or anything, but I kinda agree with tundramagi here. I mean, the models were made and this is a feature people highly wish for, yet this topic is dieing again after almost two months not far from the point of being finished. All we need is the final code... I worked on these models very eagerly and with hope (and would again if I have to) hoping that someone would be ready to take a look at the code after they're done, as I knew others wanted this feature too.

I know people have lives and most would rather spend their time doing something else, but if anyone truly loves this game and wants this feature then please try to help with the final implementations to get this working. If anyone believes they can help then please give it a try. And once again, I think it would be very useful if a dev could commit these models to SVN as that would make it much easier to work with the code. The blood could then be taken care of separately later on, after a species category is added and different gibs spawned for it.

I'm not trying to sit and complain about others to do things, nor am I saying anyone did anything wrong, but this is just beyond me and I don't think I can do much here so we honestly need some help. If anyone reads this and believes they can help then please, try to look into it when you have the time to... it would be very appreciated. Thank you... I still hope and believe we will see this feature implemented in at most a few months, and will do what I can in my limits to further help.
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Postby MirceaKitsune » Sat May 09, 2009 10:10 pm

I'm pretty excited about this now so I'll just cut it short: We have the entire code as well as the gib skins and colored blood fully up and working :D I worked together with MrBougo and Morphed today and we managed to build up the entire system. It works as intended... all characters have a species category in their .txt file and humans use the previous blood / gibs, aliens use green blood with green gibs while robots have metal gibs and dark oil.

Only issue we couldn't fix for now is that each player model can only be assigned to one species regardless of skins. For instance, if we have the model X.zym and for it the skins Y0 and Y1 (Y0 being human and Y1 being alien), both will spawn either human or alien gibs / blood since the species is tied to the model itself. Hopefully that will be fixed so different characters using the same model can be of different species. - Fixed.

Patch can be downloaded and tested over here (you must be running the SVN). Download the latest version of both the .patch and .pk3 files then apply the patch and compile both the client code, server code and menu code. Afterward either extract the .pk3 in the data folder or just place it there, run the game, select your character and watch how every specie gibs in its own colors :)

Code done by MrBougo, skins by Morphed and some of the effects + small tweaks by me. If you find any issues in this patch please post them here so they can be looked at. Once the patch is proven to have no issues I think it can be committed to SVN. Screenshots:

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Last edited by MirceaKitsune on Sun May 10, 2009 12:50 pm, edited 1 time in total.
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Postby MC SE7EN » Sun May 10, 2009 12:58 am

very awesome...i want to see this added to 2.5.2..:D
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Postby MirceaKitsune » Sun May 10, 2009 1:08 am

I hope a lot it will too. If everything goes smoothly and it's stable it should be added to SVN in at most a week I think. If anyone runs any servers and is willing to help please add this to your server so it can be better tested with real players. Anyway more shotties for now :D

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Postby Darcshadow7 » Sun May 10, 2009 1:28 am

wow, thats awesome, nice job!
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Postby C.Brutail » Sun May 10, 2009 7:47 am

\o/
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby alpha » Sun May 10, 2009 7:52 am

rofl

awesome
quit for good
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