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3 Dimensional Chat / How to do bloodstain effect?

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M00NSHiNE
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Joined: 4th Aug 2003
Location: England, UK
Posted: 5th Dec 2003 10:49
Howdy, in games such as goldeneye and syphon filter there was an effect where when you shot someone, their clothes became bloodstained. If youve played it youll know what I mean. Any idea how to do this?

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koolaid 2764
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Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 5th Dec 2003 11:16
hmm well i heard bout blood being splattered on the walls in db or floor just textured plain but on a model have a different texture map with the blood just a thought

KOOLAID
Van B
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Location: Sunnyvale
Posted: 5th Dec 2003 11:54
Well, I reckon it's far easier with old fashioned limbed models - all you need to do is have a second texture covered in wounds, then when a limb gets hit - you texture the limb with the wounds texture instead of the default. Basically with a limbed model you could injure any part of it quite convincingly. Unfortunately it's a bit trickier with bone animated models, because often it's 1 big mesh - but you could use memblocks to alter a texture, like have a wounds texture in the same way as for limbed models, then copy parts of it onto the original texture.

The overall speed of your game would be affected when using memblocks, because when you have more than one instance of the same object, the texture is shared - you'd have to have each objects texture as a different image.

You can do blood stains on floors and splatters on walls in a similar fashion to how you'd do shadows, just replace with a shadow texture. If you've played Jetpac2003, the worms have a shadow, then when it get squished, the shadow is replaced with some guts, which are just scaled up to a decent size - gives a neat affect considering it only took a few minutes to code. Use a negative ghost though, normal ghosted objects look too bright for blood, always go for darker blood colours, the minute blood soaks into anything or dries it goes a much darker colour, I hate bright blood, like in SOF2 - the blood is just pathetic IMO.


Van-B


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hexGEAR
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Location: Naytonia
Posted: 5th Dec 2003 12:33
what do you mean by negative ghost?

Van B
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Posted: 5th Dec 2003 12:55
GHOST OBJECT ON Obj,1

This sets the ghosting to negative, allowing dark ghosts. I reckon the best results are when you start with a background of rgb(128,128,128) - then paint in bright red, the blood splatter, that should give a good blood effect, it won't be bright, but it'll sorta darken the texture to the blood colour (which will probably be darker than you'd expect).


Van-B


I laugh in the face of fate!
M00NSHiNE
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Posted: 5th Dec 2003 16:10
I know what youre saying, but thats not quite what I had in mind....its more like when the bullet hits a poly, then the poly is shaded with blood. In milkshape, if youve ever made a poly the wrong way round so its black, and sometimes its shaded from black to light. Its like that but blood. I cant find any pics tho

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Van B
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Posted: 5th Dec 2003 16:14
Ahh, you mean the normals.

Well.... if we had direct access to the vertices and their colour you could do that - simply by setting the vertice colour to red. However, we don't have that sort of control yet.

I'm not gonna bother mentioning patch 6, because I have no idea what will be in it, but come on TGC, fook shaders give us propper mesh control.


Van-B


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zircher
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Location: Oklahoma
Posted: 5th Dec 2003 17:19
Quote: "if we had direct access to the vertices and their colour you could do that..."


I was playing with memblocks and FVF mesh formats a while back. It's accessible data, but I don't know if it is accessible in a meaningful way. I'll leave that problem to some clever coder with more time to ponder the technique.
--
TAZ
Van B
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Posted: 5th Dec 2003 17:31
Yeah, that's what makes me think that it'll be possible before too long - the problem right now is that he wants to do it on an animated object, so that rules memblocks out. I actually like the way memblocks work for terrains and basic structures - but multitexturing and vertice colouring on existing objects vertices is a must if we are to do anything cool this.


Van-B


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M00NSHiNE
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Posted: 5th Dec 2003 22:04
Ahhh, well we'll just have to wait and see what patch 6 brings (Ive lost count of how many times Ive said that )

Until then, BO SELECTA!

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Van B
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Posted: 8th Dec 2003 10:32
Shamoah!


Van-B


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M00NSHiNE
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Posted: 8th Dec 2003 10:45
hee-hee!! Cha'mone, mother...

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