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making blood-decals stay


LEGION

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If you search down in Media Browser in textures NOT in darkmod\decals but BELOW darkmod in the list you will see decals which are the doom3 ones. Open that and search right down to splat. There are many of them. Try those and you will find some if not all are permanent. For instance, in Heart I used splat16.

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So, I have to use existing textures. Can´t I make something to make new ones permanent? Like add them in a .mtr-file in the Doom3/material-folder?

 

I´m not sure you know what I want:

 

I mean the blood-splats that are spawned when you attack someone/thing with the Shortsword. I looked into the def-file and it seems TDM uses splat1-9.

 

In Doom3 I already use splat6 & 7, but they are gone after reloading. I copied the 'decalInfo' and the rest out of the tdm_decals-file into the 'senetemp.mtr'-file, where the splats are listed. But it doesn´t do anything.

 

Hmm, in TDM it´s called

 

mtr_killed_splat

.

 

In the Doom3-def there is:

 

mtr_splat_flesh

.

 

I fear, it is scripted somewhere. :(

 

I already asked in Doom3world-forums, but no answer so far.

Edited by LEGION

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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Sorry I though you were talking about creating them in game. If you want to make new textures then that is a big subject. You need to study the wiki if you want to do that. All I can suggest is you copy how splat16 is done. As for them being created when AI get killed I really no nothing about that.

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The doom3 decals vanish after some time. To make the TDM decals *not* vanish, but then vanish after shooting them with a water arrow, our decals are set to vanish after X seconds, and get renewed after X seconds, unless they are hit with a water arrow, then they will vanish.

 

Not sure what you want to achieve exactly, tho.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Splat16 has the same values as Splat6,7 that I already use, and they are gone after reloading.

 

I couldn´t find a mod for Doom3 with this feature either.

 

Hmm, I guess I need them to be renewed, like what you said, Tels.

 

I added for all splats and dsplats (bulletholes too) a new decalInfo about '360000' to make them stay very long.

 

This is what I have in aaduffytest.mtr for dsplat2:

 

textures/decals/dsplat2
{
qer_editorimage	textures/decals/dsplat2.tga

nonsolid
noimpact
blood
DECAL_MACRO
decalInfo 360000 5 ( 1 1 1 1 ) ( 0 0 0 0 )
{ 	
		blend		gl_zero, gl_one_minus_src_color
	map			textures/decals/dsplat2.tga
	clamp		// we don't want it to tile if the projection extends past the bounds
	vertexColor	// oblique projections will be slightly faded down
}	
}

 

edit: I also tried stuff I found in tdm_decals_blood and copied them, but the decalinfo you have defined there is very short, half a second. (0.5)

 

So, when I shoot an AI the decals are spawned and stay. But, when I quickSave and then quickLoad, the blood and all other decals like bulletholes are gone.

 

I got an answer at Doom3world.org that it is a SDK-thing and that seems out of my reach. I don´t wanna spent more than one day. I hoped it is something like adding a new line in the decals.mtr-file, or changing values in decalInfo.

 

But this renewing-technique, where is that defined? Can I achieve this by editing existing files? (like decals.mtr, or the weapon-defs)

 

Or where is it written in the TDM-files so I can try myself?

Edited by LEGION

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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So, when I shoot an AI the decals are spawned and stay. But, when I quickSave and then quickLoad, the blood and all other decals like bulletholes are gone.

 

I guess id didn't bother saving the to the savegame. I *think* (but haven't tested it) that our bloodsplats are saved independently.

 

I got an answer at Doom3world.org that it is a SDK-thing and that seems out of my reach. I don´t wanna spent more than one day. I hoped it is something like adding a new line in the decals.mtr-file, or changing values in decalInfo.

 

But this renewing-technique, where is that defined? Can I achieve this by editing existing files? (like decals.mtr, or the weapon-defs)

 

Or where is it written in the TDM-files so I can try myself?

 

You need to download the TDM sourcecode and look there:

 

http://www.bloodgate.com/mirrors/tdm/pub/thedarkmod.1.02.src.zip

 

See DarkMod/BloodMarker.cpp andDarkMod/BloodMarker.h

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Huu, you´re fast, Tels! ;)

 

Yeah, it seems there is what I need. But I haven´t a clue/understanding how to merge this into Doom3.

 

_isFading = false
void CBloodMarker::Save( idSaveGame *savefile ) const
{
savefile->WriteString(_bloodSplat);
savefile->WriteString(_bloodSplatFading);
savefile->WriteFloat(_angle);
savefile->WriteFloat(_size);
savefile->WriteBool(_isFading);
}

//-----------------------------------------------------------------------------------

void CBloodMarker::Restore( idRestoreGame *savefile )
{
savefile->ReadString(_bloodSplat);
savefile->ReadString(_bloodSplatFading);
savefile->ReadFloat(_angle);
savefile->ReadFloat(_size);
savefile->ReadBool(_isFading);

 

 

I guess this is completely new or re-written by the TDM-team (greebo?) and therefore not compatible with vanilla Doom3. Here my journey ends.

 

I have to admit that I know nothing about this SDK-stuff. Yeah, I know, I´m not worthy your presence. :unsure:

I guess I should start at the beginning and not try to jump into the middle of this drowning pool of knowledge...

-> Crisis of Capitalism

-> 9/11 Truth

->

(hard stuff), more
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I guess this is completely new or re-written by the TDM-team (greebo?) and therefore not compatible with vanilla Doom3. Here my journey ends.

 

Yeah, you would need to take the D3 SDK, add these files, recompile, make new entities and then use them. There is AFAIK no quick fix to your problem inside D3. Sorry :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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