Different gibs and blood for every character species

Developer discussion of experimental fixes, changes, and improvements.

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Fri Mar 06, 2009 7:54 pm

  • It's perfectly logical. If it's skewed, you aren't doing it correctly.
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    torus
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Fri Mar 06, 2009 9:45 pm

Sat Mar 07, 2009 2:41 am

  • torus wrote:It's perfectly logical. If it's skewed, you aren't doing it correctly.

    The texture itself isn't skewed as projected on the model really, it's the unwrap vertexes that are not lined up with anything really. The unwrap is logical by definition; if it weren't logical it couldn't be executed by a computer. Why are unwrapped seamed cylinders (seamed on the top and bottom and down one additional edge) put on an angle however when the cylinder is perpendicular to two axis and parrell to another?

    Note: Yes I've read all those tuts. I only have the "unwrap" option in my (debian) version of blender, not any of the hemispehre unwraps or anything nice or fancy.
    Last edited by tundramagi on Sat Mar 07, 2009 4:37 am, edited 1 time in total.
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Sat Mar 07, 2009 4:36 am

  • Torus: could you whip up a few tech gibs. If all of us do a few we will have every part imaginable! After using your campingrifle model for a month I now like it.
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Sun Mar 08, 2009 5:59 pm

  • Here are a few early screenshots of what I'm trying to work on for the aliens. Sadly I do not seem to have too much skill on modeling nor texturing models to make something good enough here... these will probably be rather temporary just so something can be put in place for the alien gibs until someone with more skill can make something better.

    As I said I'm modifying copies of the current human gibs to try and make them alien-like (though they kinda look a lot the same as I'm mainly just modifying and recoloring textures so far). The meat aliens should normally have blueish-green, somehow like zombies but like aliens as well. Here are a few pics of what I got working so far:

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    MirceaKitsune
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Fri Mar 13, 2009 1:33 am

  • What about diffrent characters for every blood?
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Fri Mar 13, 2009 12:13 pm

  • tundramagi wrote:What about diffrent characters for every blood?


    I still cannot find where the current blood texture is located, otherwise I would have modified them by now. Maybe I should make new ones, though I'm not sure how to specify the alpha and what resolution I should make them at.
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    MirceaKitsune
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Sat Mar 14, 2009 4:28 pm

  • Alright.. I believe I can finally consider the alien gibs ready :) They are probably not as good as they could have been but I did my best to make them well. I modified almost all models to a point and of course all textures, and included both the md3's and the .blend sources in.

    I wasn't able to make the spec maps and normal maps for the textures as I lack the knowledge and probably software to make them, so I just included the basic ones. Feel free to modify anything you want in them if anyone wishes to. Here are some final screenshots and the download location:

    Download link here

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    MirceaKitsune
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Mon Mar 30, 2009 8:20 pm

  • Since there is now a SVN and working-to-release branch, can these robogibs etc be used in SVN? How sould oil-blood etc be made?
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Mon Apr 13, 2009 11:50 pm

  • 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).
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    MirceaKitsune
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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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    Mr. Bougo
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Sat Apr 18, 2009 3:04 pm

  • This is never going to happen. We shouldn't have bothered.
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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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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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    MirceaKitsune
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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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Sun May 10, 2009 12:58 am

  • very awesome...i want to see this added to 2.5.2..:D
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    MC SE7EN
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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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    MirceaKitsune
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Sun May 10, 2009 1:28 am

  • wow, thats awesome, nice job!
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Sun May 10, 2009 7:47 am

  • \o/
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    C.Brutail
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Sun May 10, 2009 7:52 am

  • rofl

    awesome
    quit for good
    alpha
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Sun May 10, 2009 8:11 am

  • Good job.
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    Fisume!
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Sun May 10, 2009 10:25 am

Sun May 10, 2009 11:53 am

  • Nice! :)

    However, I don't know about the oil stuff...
    Should it be black oil? Not some "artificial-protein-resequenced-liquidly-stuff" ?
    Sure, oil - black, leads thinking to big dirty engines grease industrial etc.

    But this is a lean high tech efficient synthetic robot/organism killer performing their objective, to deliver death mayhem and fear and of course serve as the forefront weapon platform for bots ruling the universe.

    White maybe? Milk/white meat (proteins) a more "synt organic" look, more mad scientist, "I want to be god and powerfull!" *makes high tech abomination*
    Scifi culture usually(?) describes this as "white stuff", im thinking of movies such as Alien and Ghost in the shell (Just from the top of my head).
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    paperclips
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Sun May 10, 2009 1:02 pm

  • you are right paperclips, but white blood reminds me more android blood than robot stuff
    but dont be sad, originally they planned gears, bolts and springs as robot from the future gibs so black oil problem is not that big in such perspective ;)
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    Morphed
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Sun May 10, 2009 1:02 pm

  • Patch updated by MrBougo. Skin vs. model issue fixed, characters can have different species on the same player model. Improved other things as well and restored compatibility with older versions (if anyone added this to their server yesterday please use the new patch, the older one made effects not work with non-patched clients).
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    MirceaKitsune
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Sun May 10, 2009 3:15 pm

  • So, guys, are you going to add my tech gibs for the robot, or because they are made by me are you rejecting them (this is what I heard) because you don't like the fact that I'm opposed to women's rights and infavor of men's liberty.

    I have added an addendum to my GPL release of these gibs that I do not require credit.
    Furthermore, I have also released the gibs aswell as any other models I've made to divverent as public domain so he can then GPL them himself and thusly avoid the credit requirement for those who do not believe in addendums.

    This should satisfy the stated reason why my gears and such (which, no matter how you make them (or by who they are made), will look the same) "could not" be added (you didn't want nexuiz to be associated with me... I never required credit for things I contributed to begin with, I stated this 3 or more months ago)

    All the gears, the nuts and bolts, the capacitors, springs, and twisted metal are exported to md3s and come with source.
    They all have textures, though you can easily copy some other texture over them (say if you want the gears etc to be more black.)
    The more variety of tech gibs the better: they can even be used in maps as mechanical pieces, and robots have a ton of diffrent items in them.

    https://cat2.optus.nu/nexuizserv/m_nutsandboltszip.pk3
    https://cat2.optus.nu/nexuizserv/m_twistedmetalzip.pk3

    https://cat2.optus.nu/cat2/nutsandboltsss.png
    https://cat2.optus.nu/cat2/twistedmetalss.png

    All that would remain is personal animosity towards me flowing from people I've barely ever spoken to.

    Morphed wrote:originally they planned gears, bolts and springs as robot from the future gibs so black oil problem is not that big in such perspective ;)


    When did this plan change? Oh, you hate me, I made the gears (both spur, helical, and herringbone), bolts, springs, pnumatic ram, capacitors, etc... so that's when it changed.

    Nexuiz: the artful dodger: If MikeeUSA makes a suggestion, dodge out of the way and NEVER implement it (It's on the blacklist now). If Mike makes a contribution REJECT it and change the entire way in your universe that mechanical machines work!

    Morph: you can only fly by wire so far, at the end of that wire you atleast need a solenoid.

    White would be excellent for robots: it would be like white lithium grease.

    Some oil is also dark dark yellow.

    The robo torso would look better with a few gears and pnumatic rams and such scattered around it, maybe some nuts/bolts falling out whenever the robo player gets shot.

    https://cat2.optus.nu/nexuizserv/m_nutsandboltszip.pk3
    https://cat2.optus.nu/nexuizserv/m_twistedmetalzip.pk3

    All have been allready exported to md3.

    EDITED BY MOD: Stop spamming forum with thousands of post one right after another. That's what the EDIT!!! button is for!
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Sun May 10, 2009 6:28 pm

  • I have to agree that a white or light yellow fluid would makes sense as somekind of silicone fluid for robot "blood", since different silicones can be used as either hydraulic fluid or coolant, and for such a robust or energetic machine as a combat robot, neither of those seems unreasonable.

    On a related note, it looks like alien blood could be a number of colors, some alot more likely than others depending in large part on if a particular species uses oxygen as its oxidizer and not something more unusual like Fluorine, Chlorine or Sulfur. And then you might also have photosynthetic pigments mixed in there, whose colors can be green, yellow, orange or red depending on the star class of the homeworld of the species in question.

    Some interesting links on the subject:

    http://www.daviddarling.info/encyclopedia/B/blood.html

    http://en.wikipedia.org/wiki/Alternative_biochemistry
    Flying Steel
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Mon May 11, 2009 5:10 am

  • When I pictured the blood of a robot I always had some glowing goo kind of thing in mind. Much like the color of the glowing sticks on current gibs. Like it was some kind of futuristic coolant.
    Besides, current glowing sticks and same kind of glowing blood would make sense IMO. The only thing which would need to be taken into account is how much of a glow it gives out. Not too much to disturb the players but enough to give away this 'cool' factor.
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Mon May 11, 2009 12:46 pm

  • Woohoo! Gib-painting in more than one colour! Nexuiz art challenge anyone? :twisted:

    I guess robots would spill hydraulic fluid and lubricating oil, and spray sparks and flames when they get gibbed. Hydraulic fluids are usually light oils, and frequently have a red tint much like red diesel.
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Mon May 11, 2009 1:17 pm

  • For the time being I believe the current gibs and bloods are good. Maybe more can be added later if anything... right now its probably most important to make sure it works as it is without any issues and can get committed :)
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