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| Shot wounds https://www.runestorm.com/forums/viewtopic.php?f=71&t=74844 |
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| Author: | Dumorah [ Wed Dec 17, 2008 6:04 pm ] |
| Post subject: | Shot wounds |
Hey i read in one of these posts about someone suggesting that when you throw a knife at someone that the kjnife will stay in the body, which made me think..... Why not make a mod so that when someone is shot from a gun a bullet wound would appear on the body? Same can be done with a burn from plasma weapons. IS this a good idea or would it not work? |
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| Author: | Sergeant Kelly [ Wed Dec 17, 2008 8:12 pm ] |
| Post subject: | Re: Shot wounds |
It wouldn't work due to engine limitations sadly. |
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| Author: | zer0 [ Wed Dec 17, 2008 8:23 pm ] |
| Post subject: | Re: Shot wounds |
couldn't you put bloody decals on the person? or wouldn't that work either? |
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| Author: | OCAdam [ Wed Dec 17, 2008 8:29 pm ] |
| Post subject: | Re: Shot wounds |
Same thing as before. IIRC, this was tried by DC and SB, but it'd mess up the player's textures. |
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| Author: | zer0 [ Wed Dec 17, 2008 8:41 pm ] |
| Post subject: | Re: Shot wounds |
aah, too bad, would have been good though |
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| Author: | Dumorah [ Wed Dec 17, 2008 9:20 pm ] |
| Post subject: | Re: Shot wounds |
Hmm really? cus in the chaos UT mutator the crossbow leaves arrows in the people that are hit by the weapon, instead of using an arrow model can't you use a model of some sort of bloody wound? |
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| Author: | Glosmostinex [ Wed Dec 17, 2008 10:18 pm ] |
| Post subject: | Re: Shot wounds |
yes, I'm thinking about that too. models can't attach to the victim? There is a thread in RS that Matz bumped, saying that a weapon, the spiker or something like that, leaves spikes in the enemy. I have to test it now to see if it is correct... EDIT:it looks like he was correct, the spikes attach to the player... |
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| Author: | OCAdam [ Thu Dec 18, 2008 6:25 am ] |
| Post subject: | Re: Shot wounds |
Hmm.... however, it's obvious that you tried to use a blood splat static mesh when the area hit was just like.... the arm. It can't wrap around the player. |
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| Author: | zer0 [ Thu Dec 18, 2008 6:53 am ] |
| Post subject: | Re: Shot wounds |
aah, i see your point, forgot about that, i did |
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| Author: | Dumorah [ Thu Dec 18, 2008 6:48 pm ] |
| Post subject: | Re: Shot wounds |
But you can still add a bullet wound sort of effect to the body. And i'm sure if the projectile travels through the body you could add an exit wound too. Another mod is the stakelauncher. The stakes stay's in the target's body. |
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| Author: | OCAdam [ Thu Dec 18, 2008 9:04 pm ] |
| Post subject: | Re: Shot wounds |
Again, same thing as before. Either use a projector that completely screws up player textures, or use a static mesh that doesn't work properly for wrapping around a player's arm or something. The mesh would need to be small and unable to be mis-wrapped, but then it'd be pretty useless on a body. |
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| Author: | Captain Xavious [ Thu Dec 18, 2008 10:26 pm ] |
| Post subject: | Re: Shot wounds |
You need to look outside the box, Adam. Initially, when you first look at it, yeah, its hard to see a static mesh that could work universally at any place and still look decent (we'll settle for decent, not good). Wrapping oddly would be important to consider, but if you have just a small spherical gory lump, I think it could work nicely. If it sticks out the side, it'd look like some bits of meat sticking out the side of the arm or whatnot. If it pokes out in back, you got an exit wound. ![]() Now the only problem is that the front surface will have to puff out a bit to make sure it doesn't hide behind the body. But this could be made to look like meat sticking out, being forced outwards from the impact. The mesh should look like some sort round semisphere for the front, then a bit of mass behind it, then just have little strands and chunks sticking out from all sides a little bit so in the event that it does poke through, it looks like more mutilated flesh. Little chunks of bone sticking out might be a nice touch too, unless it was a shot to the abdomen. I wouldn't actually rule out the possibility of static mesh changing based of locational impact though. Still, I could try and make a simple static mesh or two if someone wants to code it. Can't imagine it'd be all that difficult. |
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| Author: | zer0 [ Fri Dec 19, 2008 12:26 am ] |
| Post subject: | Re: Shot wounds |
for plasma burns, would it be possible to take the texture for the gory lumps or whatever it is you're making, ang project the scorch marks from the plasma onto the gory bits? And also, for the plasma, there should probably be no exit wounds either... |
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| Author: | OCAdam [ Fri Dec 19, 2008 6:32 am ] |
| Post subject: | Re: Shot wounds |
Well you guys will get what you get from that. I honestly wouldn't look into it at all since I prefer my PC to just run UT decently, and not need any super effects of greatness. Yay for my usual not-caring-about-graphics self! Performance is everything... |
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| Author: | Dumorah [ Fri Dec 19, 2008 6:45 pm ] |
| Post subject: | Re: Shot wounds |
Yah i like the idea of adding some sort of spherical gore thing that will have the texture of wounded flesh with bits of bone and what not sticking out, maybe you could modify the stump model a bit, maybe make the back of the sphere the stump model and take out the center bone and move the parts around? in that way if the body part that was hit is pretty thing you'll have a nasty looking exit wound! Besides if it was gonna be a static mesh the bullet wound would be so small it wouldn't really be a big problem anyways. |
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| Author: | zer0 [ Sat Dec 20, 2008 8:05 pm ] |
| Post subject: | Re: Shot wounds |
Quick question, when you're invisible, would the wounds be visible? |
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| Author: | OCAdam [ Sat Dec 20, 2008 8:49 pm ] |
| Post subject: | Re: Shot wounds |
Most likely, yes. I don't think there's a way to fix that at all, unless there's some sort of way that the invisi combo detects for objects attached to the player's model besides the gun in their hands. |
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| Author: | Dumorah [ Sat Dec 20, 2008 8:56 pm ] |
| Post subject: | Re: Shot wounds |
Yah i doubt that it'll be hidden, besides some of the ballistic weapons dont turn invisible like the flame thrower and suck (anything that really has a back pack to it), Actualy i was looking at the generic bullet hole decal from the regular weapons of UT2K4 and if you changed the colouring of the decal to red it would look like a really good shot wound from ballistic weapons. Its small enough that you could make it a texture without having many problems with it wrapping around the body and whatnot, infact it would probably be less glitchy then say the brass ejection (which my brass always gets stuck to walls for some stupid reason). I still think its worth a shot to try it out, the only problem is finding someone with enough guts and patience to try it out. |
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| Author: | Captain Xavious [ Sun Dec 21, 2008 12:08 pm ] |
| Post subject: | Re: Shot wounds |
I'll give this a shot sometime. It'll either happen sometime after my weapon pack is done or in the process of it being made. Might just develop this player wound system for even gorier chainsaw combat. |
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| Author: | Dumorah [ Sun Dec 21, 2008 2:15 pm ] |
| Post subject: | Re: Shot wounds |
Oh man you could add a long gash texture on the person who is hit by a chainsaw |
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