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Old 04-27-2005, 05:13 PM   #81
Hellbound
 

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Re: Blood and Gore pack
I like blood and gore... but when it's realistic. And it's not, so I don't like this effect. It's not useful in HRP, I think... But you can use this system for new jib system.
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Old 04-27-2005, 06:01 PM   #82
Dr. Kill

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Re: Blood and Gore pack
yeah. You have to understand, I'm a pretty big Mortal Kombat fan!
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Old 04-27-2005, 06:08 PM   #83
gungriffon geona

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Re: Blood and Gore pack
Reminds me of how much fun playing the Super Duper Mech Quake mod is with the darkplaces engine, enough blood to make you laugh like crazy! (and then the Homer Simpson sound effects chime in, "Hoohoo, look at that blubber fly!")
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Old 04-27-2005, 06:11 PM   #84
Dr. Kill

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Re: Blood and Gore pack
I've always made some of the bloodiest eduke code. I often made so much blood that the game froze. This is the best lookin I ever got the blood effect to look.

Hellbound, this was just as an option. I wanted insane amount of gore, I got insane ammounts of gore!
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Old 04-27-2005, 07:11 PM   #85
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Re: Blood and Gore pack
Looks pretty good overall. I have a few points to make, however.

-Fountains now spit out the occasional red bits and shoot water three or four stories high.

-When aliens are hit with an RPG there is a delay between the blast and the appearance of the blood. Looks odd.

-I think the water is still too blue. A heavy dose of desaturation would make it look more realistic, I think. Also the fountain should be fairly bright, while the water on the ground should be dark, as the water would soak in to the pavement/floor making it look darker...but not blue.

-Instead of a ton of blood spurts why not remove a few and replace them with a large puddle of blood that slowly pools under the corpse after the enemy dies.
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Old 04-27-2005, 07:29 PM   #86
Dr. Kill

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I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
WarHammer said:
Looks pretty good overall. I have a few points to make, however.

-Fountains now spit out the occasional red bits and shoot water three or four stories high.

-When aliens are hit with an RPG there is a delay between the blast and the appearance of the blood. Looks odd.

-I think the water is still too blue. A heavy dose of desaturation would make it look more realistic, I think. Also the fountain should be fairly bright, while the water on the ground should be dark, as the water would soak in to the pavement/floor making it look darker...but not blue.

-Instead of a ton of blood spurts why not remove a few and replace them with a large puddle of blood that slowly pools under the corpse after the enemy dies.
the red bits out of the fountain is because of the sprite I used, I can fix it. Didn't notice it till con was released.

The water is desaturated. It was bluer before. The puddles on the ground, and the water spurting through the air don't have their own sprites, it's just a spritepal change. I don't plan on changing that, but I could. The water effects and the eduke con were just quick, fun projects. I can fix these problems.

"When aliens are hit with an RPG there is a delay between the blast and the appearance of the blood. Looks odd."

I fixed the delay, and made it so the blood only spawns when the enemy is first killed, then it stops. Here is the UPDATED EDUKE32 con file
Attached Files
File Type: zip 836521-eduke32codever2.zip (25.1 KB, 97 views)
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Old 04-28-2005, 08:45 PM   #87
TerminX

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
All of this talk about blood and gore has lead me to create this new blood decal:

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Old 04-28-2005, 10:12 PM   #88
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Sweeeet!
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Old 04-28-2005, 10:41 PM   #89
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Wow! Hey, As I remember, there were two steps of transparency in build... for first, cstat is 2, how to make the second step through the con ???
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Old 04-28-2005, 10:58 PM   #90
TerminX

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
Hellbound said:
Wow! Hey, As I remember, there were two steps of transparency in build... for first, cstat is 2, how to make the second step through the con ???
Cstat 512
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Old 04-29-2005, 12:01 AM   #91
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Thanx
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Old 04-29-2005, 01:31 AM   #92
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
I'd say that color and shapes of TerminX blood pools looks more natural to me (with all respect to his Dr.Kill's Hellbound's efforts)
Can we use it in Duke hrp?
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Old 04-29-2005, 05:40 AM   #93
princetonEO
Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Could you make it so when you shoot the dead bodies blood comes out?
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Old 04-29-2005, 05:57 AM   #94
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
TerminX, yer making me get in love with your new mod more and more.. ^_^..
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Old 04-29-2005, 06:12 AM   #95
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Is that using new code ? And, doesn't it make other sprites to disappear when amount is high ?
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Old 04-29-2005, 09:36 AM   #96
Denz

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
TerminX said:
All of this talk about blood and gore has lead me to create this new blood decal:


What is this game?
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Old 04-29-2005, 01:22 PM   #97
Dr. Kill

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
terminx, I discovered that 1 year ago, but I forgot if it was 512 or 514.
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Old 04-29-2005, 01:26 PM   #98
Dr. Kill

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
piterplus said:
I'd say that color and shapes of TerminX blood pools looks more natural to me (with all respect to his Dr.Kill's Hellbound's efforts)
Can we use it in Duke hrp?
I have to admit, I'm jealous! His does look better, but ours isn't too far behind. In fact, I emailed him about it since I want his, and he told me he isn't planning on releasing it yet. It's part of some project he's workin on or something.
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Old 04-29-2005, 01:26 PM   #99
Blade Nightflame

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
It's a project that TerminX is working on, it uses EDuke32. So you know how powerfull that beast of a port is.

By the way, TerminX, does that mod use 3d models, or still uses sprites based off 3d models?
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Old 04-29-2005, 01:36 PM   #100
Dr. Kill

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Yeah, his project looks so damn good that it doesn't really even look like duke... I'm impressed. I think me and Hellbound have to go back to work now... TerminX's effect makes ours look dated. I know what I'll do. I'll do what I did to the wallsplats, I'll add more levels of transparency, and more color variation. What TerminX did is what I was going for, but it probably does help he is using EDuke32.

So, Hellbound... any ideas?
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Old 04-29-2005, 01:57 PM   #101
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
You have your point and still I think you can do better

1. First of all - blood must not look flat on the ground. It has SHAPE - it rounded around edges - use bevel tool (if possible, with shadows)
2. Blood's (we all assume that alien blood is just like human's) color structure consists not only plain red color - it pretty yellow too - add yellow touch to your's blood splashes.
All the rest - up to your taste and talent
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Old 04-29-2005, 02:03 PM   #102
Dr. Kill

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
piterplus said:
You have your point and still I think you can do better

1. First of all - blood must not look flat on the ground. It has SHAPE - it rounded around edges - use bevel tool (if possible, with shadows)
2. Blood's (we all assume that alien blood is just like human's) color structure consists not only plain red color - it pretty yellow too - add yellow touch to your's blood splashes.
All the rest - up to your taste and talent
Good points. I'll do that, I should be able to do stuff like that easy since I just got PSP 9. It makes things easier than it was with 7. I don't know if I can get things fixed tonight, but I'll have the new versions done tomarrow for sure. I can do shadows easy. Thanx for the help. I should've used some yellow/orange before. I must have forgot because I always stress the fact that blood is orangey when spread out a lot.

Yes, I changed avatars AGAIN!!!
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Old 04-29-2005, 03:07 PM   #103
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Hah, yeah, that effect is much better... but now I'm working on new smoke effect, so I don't have time. I'm planning to do a special pack with smoke and shotsparks and probablly something else. It will be "special effect pack" Specially for HRP...
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Old 04-29-2005, 04:14 PM   #104
Dr. Kill

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
I did somethin like that once, but the smoke effect was just a greyscale explosion.

anyway, let me know if you need help with graphics. I'm gonna work on the blood effects, but if you have any ideas in spare time let me know.
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Old 04-29-2005, 10:12 PM   #105
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
Denz said:
What is this game?
Project X 2. He released two videos of it a while ago. Check around the forums. You will be stunned, I guarantee it.
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Old 04-30-2005, 05:00 PM   #106
Krid
Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
Roger said:
Quote:
Denz said:
What is this game?
Project X 2. He released two videos of it a while ago. Check around the forums. You will be stunned, I guarantee it.
Which forums? Every search I did returned only this post. (Well, that's not entirely true, it also returned a bunch of threads about Half Life 2 and X-Box)
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Old 04-30-2005, 06:32 PM   #107
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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
I don't remember if it was Duke Nukem, DN Source Code, or Build. I know it was one of those.
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Old 04-30-2005, 09:31 PM   #108
princetonEO
Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
I have to say that using the Expander with the new modles and Gore pack makes it more fun than it has ever been. They are all bloody (with no eyes) and shake when they explode, awsome! Could you possiby add some gore and blood when the monsters explode?
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Old 05-01-2005, 02:23 AM   #109
Krid
Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
Roger said:
I don't remember if it was Duke Nukem, DN Source Code, or Build. I know it was one of those.
I've gone through all of those forums, the closest I found was a JFDuke-based Zombie TC in development.

It might have soemthing to do that there are topics visable with the last post before 1/28...

About how far back was this?
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Old 05-01-2005, 02:40 AM   #110
TerminX

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Re: I UPDATED MY EDUKE32 ULTRA GORE CODE!
Quote:
Krid said:
Quote:
Roger said:
I don't remember if it was Duke Nukem, DN Source Code, or Build. I know it was one of those.
I've gone through all of those forums, the closest I found was a JFDuke-based Zombie TC in development.

It might have soemthing to do that there are topics visable with the last post before 1/28...

About how far back was this?
http://envision7.com/~rich/crap/px2.avi

Video is from last year.. audio goes out of sync, and it isn't nearly as impressive as some may claim.
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Old 05-01-2005, 04:48 AM   #111
zilppuri
Re: Blood and Gore pack
There is a bug in the gore pack. The Pig Cop skin with blood in it, has lost the PNG transparency data. So when Pig Cop is hurt and shoots with shotgun, the muzzle flash looks wrong (no transparency in it).

Otherwise the pack looks great and the pain skins really add up to the look of the game.
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Old 05-01-2005, 05:13 AM   #112
Songsoverruins
Re: Blood and Gore pack
He Guys, gorepack is looking awesome. Especially the liztroopers who rise from the dead and look like zombies are great.

One thing I noticed (and I don't know whether this has to do with your con tweaks) is that dead pigcops stand up and fall down again after pressing escape twice (so going to the main menu and returning to the game again). Has anyone else noticed this?
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Old 05-01-2005, 10:54 AM   #113
Parkar

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Re: Blood and Gore pack
That has always been there and happens when you see a dead body the first time. It can be fixed by defining the last frame of the death animation separate from the death animation. Problem is it is rather hard to get the timeing right and once you do it will play faster since it has to get to the end at the start of the last sprite frame.
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Old 05-01-2005, 01:18 PM   #114
Dr. Kill

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Re: Blood and Gore pack
I'm working on my eduke code, and I made it so the Trooper legs, arms, and head stay, along with the heart.
I know someone is workin on the other jibs, and I'll do code for them when they are done.

I was wondering if someone could make a generic bloody chunk model that I could use for random gore. That would help a lot. I want just a simple chunk that I could do a high res skin for.

Anyway, here's a pic of my latest. I'm going to update the blood decals before I release it though.
Attached Images
File Type: jpg 839508-edukegorechunks.jpg (9.1 KB, 87 views)
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Old 05-01-2005, 01:30 PM   #115
Dr. Kill

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Re: Blood and Gore pack
Here's another
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File Type: jpg 839518-edukegorechunks2.jpg (8.2 KB, 78 views)
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Old 05-01-2005, 01:37 PM   #116
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Re: Blood and Gore pack
2 right arms?
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Old 05-01-2005, 01:40 PM   #117
Dr. Kill

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Re: Blood and Gore pack
sorry, can't fix that. That is how the jib model was done. It doesn't matter. If I can find a way to flip it I will.
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Old 05-01-2005, 02:35 PM   #118
princetonEO
Re: Blood and Gore pack
Could you make it so when you shoot the corpses more blood comes out. Not when you blow them up but just with bullets.
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Old 05-01-2005, 02:42 PM   #119
Dr. Kill

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Re: Blood and Gore pack
Quote:
princetonEO said:
Could you make it so when you shoot the corpses more blood comes out. Not when you blow them up but just with bullets.
Tried that before. I couldn't figure it out. I know that cstat 256 makes em "shootable", but I can't figure it out. I'll try to figure it out

btw, I fixed the "two right arms" problem
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Old 05-01-2005, 02:59 PM   #120
Dr. Kill

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Re: Blood and Gore pack
Pinball anyone?
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File Type: jpg 839583-edukegorepinball.jpg (8.8 KB, 80 views)
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