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Dead things Bleeding


Mr Alex

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Does anyone know how to make monsters drop blood when they die?

 

I've been making a Doom 3 gore mod for a while now and the only thing missing is blood pooling around the piles of bodies. I know this isn't exactly TDM related, but they're both using the same idtech, so it's all transferable.

 

Here's my Dropbox link if you want to see some screenshots of how far I've got. (These are all pre-Wulfen textures, so I'll have to get some better ones on there.)

https://www.dropbox.com/sh/n09gtm59ei52una/-8ps2olgZn

 

 

I'm really sorry If there's already this exact same topic, I only had a quick browse and apparently I'm not allowed to use the search function.

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the only thing I know for making blood squirt is via the particle system, and using an emitter to show the blood squirting from a wound, as for pooling blood, not sure, probably be something like a patch mesh, with a blood texture and it converted to a func_static that is hidden and shows itself when the monster dies.

maybe someone knows something better.

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I suppose you need to research how to spawn decals. They you might probably need to have dead bodies spawning increasingly large blood decal onto the floor they are lying on.

 

Here is the def for fire arrow, It spawns a burned decal on impact. This is defined by mtr_detonate.

 

Maybe you could make a pseudo projectile that is invisible. When AI dies, it shoots this invisible projectile towards the floor and generates blood splat decals.

 

I dunno. Maybe this pushes you towards the solution.

 

entityDef atdm:projectile_firearrow
{
"inherit"	 "atdm:projectile_arrow"
"model"	  "models/darkmod/weapons/firearrow.lwo"
"editor_usage"	"The projectile fired by fire arrows. Do not use directly."
"def_damage"	 "atdm:damage_firearrowDirect"
"def_splash_damage"	"atdm:damage_firearrowSplash"
"impact_gib"	 "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
"mtr_detonate"	 "textures/decals/ballburn01"
"decal_size"	 "75"
//"smoke_fly"	 "imp_trail2.prt" // particle effect while in the air
/*
"debris_count"	 "3"
"def_debris"	 "debris_largeshrapnel"
"def_shrapnel"	 "debris_shrapnel"
*/


"has_result"	"1"
"def_result"	"atdm:result_arrow_firearrow"
// grayman #1104 - for when arrow hits water
"detonate_on_water"   "1" // whether projectile should detonate when it hits a water surface
"def_result_water"   "atdm:result_arrow_firearrow_water"
"def_damage_water"   "atdm:damage_none"  // don't hurt the water
"no_water_splash_damage" "1" // no splash damage when detonating on water

// Crispy: Most arrows should not raise visual alerts in flight, but fire arrows are an exception
"AIUse"		 "AIUSE_SUSPICIOUS" // grayman #1327
}

 

I suppose a body oozing blood would bring something to TDM as well. Killing AI would be more messy as the body would ooze blood for a while, making a blood trail other AI can detect. If you find a solution, it would be great if you chimed back here and let us know about your findings..

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Clipper

-The mapper's best friend.

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You can define results on all weapon types, depending on the surface type hit. In TDM these are blood splats for example used with the broadhead. So if the arrow hits an ai, a splat is generated at the surface where the arrow hit the ai. You could simple add a particle there to cause the ooze.

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  • 1 month later...

I did LOL at firearrows gibbing =')

 

Thanks a lot for the help guys, it means a lot. The pseudo blood bullet sounds like an interesting idea!

I might try creating an invisible object that'll be dropped on death, that leaves blood and is removed on impact. I'll let you know how it goes =)

I might also try editing the gib objects and ragdolls, so they spawn blood on impact, similar to projectiles. (I've already edited gib drops to be permanent.)

 

Does anyone have any ideas about implementing dismemberment? I installed Wolfenstein 2009 recently to check out the code, as that has people being blown apart and heads exploding and stuff.

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  • 1 month later...

Okay, my plan failed. Seems I need to use a projectile to spawn decals. How can I make a monster drop a projectile? Would I just set the projectile as "def_dropDeathItem1" ? Or would I have to create a "def_dropProjectileItem1"?

 

Who would have thought this would be so complicated? Hehehe.

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Dismemberment for the vanilla Doom 3 models will be very hard, but possible, the only way that i know for it to work more or less, is like this.

 

Open the md5 model on any of this tools, 3DMax, Maya, Blender, (you need the correct versions that support the necessary md5 plugins) edit the models to include geometry inside them, for example on the arm put some geometry inside it so when the arm gets cut (hidden) you don't see a hole, apply a material to this new geometry that looks like meat, divide the rest of the model "hit" areas by different materials id's (head, leg_1, leg_2, arm_1, etc, don't know if md5 supports multi_material, tho) btw with this hack i recommend that you permit only one hidden part per model, they can be different tho, on one model a leg on another a head, etc (you can hide more than one at the same time if you make extra materials but that will make this hack to much complicated and laborious), this will prevent that a hidden part will suddenly reappear when another is hidden.

 

Make extra skins were the necessary parts are hidden and then use the idtech 4 skin function to change them at run time, NPC dies with a hit to the head, swap the skin for one where the head is hidden (made invisible) the interior geometry will then be visible showing the meat. Of course this will only work realistically if you make some script (don't know if possible with script) or custom C++ code that divides the model geometry by sections (head, leg, etc) and also detects that the NPC died by a shot to that particular section, then use that detection to chose the necessary skin.

 

BTW this is only a ideia i never tested this stuff, so i don't really know if this particular hack will work at all in the way i described it.

Edited by HMart
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  • 3 weeks later...

Hey guys. So I figured it out (well someone told me how to do it).

Unfortunately you need to alter and compile the source code.

 

In the fx section I added something like:

fx fx/blooddrop
{
 {
  name "blooddrop"
  delay 0
  duration 3600
  decal "textures/decals/dsplat2"
  size 96
  }	 
}

 

Then in the monsters scripts we add something like

void monster_???::state_Killed() {
 startFx("fx/blooddrop");
  animState( ANIMCHANNEL_TORSO, "Torso_Death", 0 );
  animState( ANIMCHANNEL_LEGS, "Legs_Death", 0 );

  waitAction( "dead" );
  hide();

  sys.wait( 4 );	  //give sounds time to fade out
  stopMove();
  stopSound( SND_CHANNEL_ANY, 0 );
  setState( "state_Dead" );
}

 

I haven't compiled and tested yet, since I'm a total noob at working with compiling and working with source codes.

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