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| Little Tweaks - part 2 https://www.runestorm.com/forums/viewtopic.php?f=71&t=23259 |
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| Author: | DK [ Thu Dec 28, 2006 8:28 am ] |
| Post subject: | Little Tweaks - part 2 |
Now, I really don't know the current nature of BW 2.0, and I know that the Bloody Hell mutator is being improved, so I dunno if this little suggestion o'mine has already been done or is in the minds of the RS team for that matter... Anyways... Can I just make a suggestion to make blood run down when they splatter into walls? I don't think it would be such a difficult feat... I mean, the pools of blood are created by just expanding the blood decal on the ground. Fundamentally, it would be the same thing, only difference being a ragdoll isn't needed to start the animation ('coz I noticed that the ragdoll must stop moving in order for the bloodpool to start), and that it is done on a vertical surface... Just asking if RS has already thought about this, and if it can be done... I think it would add much to the Gore-level of BW... |
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| Author: | Mr.UglyPants [ Thu Dec 28, 2006 11:25 am ] |
| Post subject: | Little Tweaks - part 2 |
That'd be pretty darn hard to code, plus not visually needed in Ut2k4 as much as just having the blood (in large amounts) on the wall. And no one has suggested this. |
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| Author: | Captain Xavious [ Thu Dec 28, 2006 3:15 pm ] |
| Post subject: | Little Tweaks - part 2 |
I doubt this would be very hard, as you could simply make a texture in UEd that stretches itself in a certain direction and I pretty sure you can make it not loop, same thing could be done with an animated texture too, and all you'd need to do would be apply the modified texture/animated texture to the wall instead of the default static one. It would be pretty cool to see though. |
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| Author: | Bjossi [ Thu Dec 28, 2006 3:51 pm ] |
| Post subject: | Little Tweaks - part 2 |
You mean blood leaks down a wall if it gets created? |
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| Author: | Captain Xavious [ Thu Dec 28, 2006 4:45 pm ] |
| Post subject: | Little Tweaks - part 2 |
Yeah, I think thats what he meant. |
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| Author: | DK [ Fri Dec 29, 2006 7:04 am ] |
| Post subject: | Little Tweaks - part 2 |
Yep... That's the basic idea... But the blood splatter has to be of great magnitude, such as being torn-up by a shotgun blast or gibbed by explosions... I'm guessing there's a way to tell big splat decals from small ones so the blood-run won't occur on the latter... The other problem would be how to differentiate between horizontal, vertical and diagonal surfaces... |
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| Author: | Bjossi [ Fri Dec 29, 2006 10:27 am ] |
| Post subject: | Little Tweaks - part 2 |
I can tell you this; doing something like what you are suggesting has never been done in any game that I know of, so it can't be easy. The blood decal would need to be made of a lot of textures that move down randomly, and that would look like crap... |
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| Author: | DK [ Fri Dec 29, 2006 10:51 am ] |
| Post subject: | Little Tweaks - part 2 |
Look like crap... how? I'm just suggesting to make it work similar to how blood-pools are created - expanding/stretching a simple decal on a vertical surface. |
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| Author: | ShadowBlade [ Fri Dec 29, 2006 3:08 pm ] |
| Post subject: | Little Tweaks - part 2 |
they are right.. a simple texture scaler should work
there might be problems, like how the projectors are destroyed as soon as they have cast their decals, and random rotation issues.. nice idea, but perhaps not so easy.. it'd probably require thinking out a method from scratch.. for now, it aint really worth the time so you'll have to settle with copious amounts of blood on everything
definetly something for a later project though.. good thing to remember
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| Author: | Bjossi [ Fri Dec 29, 2006 3:52 pm ] |
| Post subject: | Little Tweaks - part 2 |
DK wrote: Look like crap... how? I'm just suggesting to make it work similar to how blood-pools are created - expanding/stretching a simple decal on a vertical surface.
That would not look good, believe me. |
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