Agent Smith Posted July 18, 2007 Share Posted July 18, 2007 (edited) The flood gates have been opened. It's time for the blood to spill! NOTE: This mod and ALL GRAW2 mods are single-player ONLY, unless there is a multiplayer server with anti-cheat disabled. Regular Edition: MegaUpload HappyUpload Ultra Gore Edition: GR.NET DOWNLOAD ENTRY MegaUpload HappyUpload Regular Edition with PhysX (EXPERIMENTAL!!): MegaUpload HappyUpload Ultra Gore Edition with PhysX (EXPERIMENTAL!!): MegaUpload HappyUpload FileFront links to be added as soon as the first one actually finishes. EDIT: What the hell is a gore mod doing without pics?! (Pics are from the Ultra Gore version) Happy fragging, Here's the readme: /////////////////////////////////////////////// Agent Smith's Effects Mod: Take Two For: Ghost Recon: Advanced Warfighter 2 /////////////////////////////////////////////// PARENTAL NOTICE: This effects mod has included blood that does not reflect upon the rating made on the game by the ESRB (Entertainment Software Ratings Board)/ or PEGI (Pan European Game Information), and it is bloodier than the standard stock product. The blood amount is equivalent to a Mature (M)/ PEGI 18+ rated game. NOTICE: You MUST have Effects quality on HIGH in order for this mod to work. NOTICE 2: Note, by installing this mod, you agree that you are installing this mod at your OWN RISK. If your PC stops normal function in anyway, in any form, that it is not caused by me. You agree to install this mod at your own risk. /////////////////////////////////////////////// Take Two Edition Additions --------------------------------- - Ragdolls are now the main source of blood. There are surfaces specifically programmed to allow blood to splatter on them, and they are the only places where blood is found. In the Ultra Gore version, EVERY surface can have blood on it. - Ragdolls splatter blood through collision detection. If a ragdoll touches a surface that allows blood to splatter, the decal will show up. - Weapon penetration. Each weapon has a chance to penetrate walls, the higher the caliber, the higher the chance. - Shadows have been darkened (Now you can see them, but they're not PITCH black). - Barret and mounted weapons are capable of spawning MORE blood. - Blood decals have been changed. They're more realistic, with less spatter. What's fixed from the F.E.A.R. edition --------------------------------------- - The "floating" blood hole decal on bodies has been lowered closer to the body thanks to GRIN, these decals are being applied to multiple "cubes" that are around the model, which allow decals to appear on them when enabled to do so. - Mounted weapons no longer spawn blood decals with no soldiers around. - Clipping issues of blood decals on bodies is extremely less noticeable. - It is now almost impossible to be caught on bodies, as you will now push them away. Staple Effects Mod features ------------------------------ - Impact decals last forever. - Better physics and increased player interaction with the environment. - Blood decals on bodies. Known issues ------------------------------ Due to the newly written splattering code from scratch, there are numerous surfaces that spawn the same impact decal and have no particles that spew out when fired. This is a trade off for blood, as it is required to have the blood to appear. In the Ultra-Gore version, this applies to every surface. (Not really an issue) Grenades are more powerful (Well, visually by how the environment reacts to them) than how they are in vanilla GRAW2. Enjoy the flying bodies. Directions to install ------------------------------- Extract this .ZIP here: X:/GRAW2/Local/<your language>/ X being the hard drive that you installed GRAW2 on. Credits ------------------------------- mirr- Blood code, support when a dead-end was hit, and idea suggestor. Agent Smith- Code optimization, code changing, public relations, compiler, and distributor. Edited July 18, 2007 by Rocky Quote Link to comment Share on other sites More sharing options...
john2gr Posted July 18, 2007 Share Posted July 18, 2007 Great. Testing it as we speak Quote Link to comment Share on other sites More sharing options...
john2gr Posted July 18, 2007 Share Posted July 18, 2007 (edited) There seem to be some shadow bugs: GRAW2 Without The MOD http://img254.imageshack.us/img254/1237/graw2hp9.jpg GRAW2 With The MOD http://img69.imageshack.us/img69/8755/graw2buglk9.jpg Also here is another bug. Some bullet holes aren't being displayed. Here i shot an enemy and as you can see there isn't any bullet hole http://img69.imageshack.us/img69/3874/nobulletholesoe7.jpg [Oversize images changed to URL's - Please see forum rule 3.14- Large Images] Edited July 27, 2007 by Pave Low Quote Link to comment Share on other sites More sharing options...
crlock Posted July 18, 2007 Share Posted July 18, 2007 Daaanggg i can't wait to get home and try this!!! i hope it works, FEAR edition never worked on my system T_T Quote Link to comment Share on other sites More sharing options...
concussion Posted July 18, 2007 Share Posted July 18, 2007 (edited) hi, at first thanks for your great work =) my question: do I need the Ageia PhysX-Card to use your PhysX-Version of this MOD? thanks. PS: best regards from germany Edited July 18, 2007 by concussion Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 18, 2007 Author Share Posted July 18, 2007 (edited) hi, at first thanks for your great work =) my question: do I need the Ageia PhysX-Card to use your PhysX-Version of this MOD? thanks. PS: best regards from germany On my system I saw no visual difference between the non-PhysX versions and PhysX versions, but I do not have either an 8800 or a PhysX card. I just posted those two up because some people were requesting it. EDIT: John, I'll look into the two. Edited July 18, 2007 by Agent Smith Quote Link to comment Share on other sites More sharing options...
Tinker Posted July 18, 2007 Share Posted July 18, 2007 In those piccys i see the sky has changed color, meaning the Sun is in a different position maybe? Had no issues here with the Ultra Gore version, but i never noticed the bullet holes TBH, thnx again Agent Smith. Any chance of some bone fragments? Tinker Quote Link to comment Share on other sites More sharing options...
solecist Posted July 18, 2007 Share Posted July 18, 2007 thanks for the mirrors! was able to get it easily (curse megaupload to the depths of hell!) anyway, here are the few issues i noted: bullet hits on the ground (or perhaps it's just the "dirt" bullet hit) are not playing their respective particle effects. every other particle effect seems to work fine. deleting the bullet hits xml from the effects folder did not fix this, to my surprise. and yes, i have effects set to high. the blood decals have the "white fringe" problem. something to do with the alpha channel? body blood decals only appear in certain areas, and even then it can be pretty random. i realize that's not your fault though and perhaps nothing can be done about it. i can no longer shoot teammates at a certain distance. noticed this in passing while testing things out...if you're within a few meters of your teammates your bullets will go right through them without an effect. and finally a question: i decided that i didn't want bloody holes for the helmet and padding areas, and proceeded to change out the texture with that of the stone hit decal. upon playing, i noticed that shooting an enemy in the helmet produced the bloody hole decal again (what the?) or nothing at all. for the padding, just plain nothing shows up. when it was set to the blood texture, these areas showed the decal fine (albeit rarely). any idea on that? and thanks for the mod! definitely learning some helpful information for getting my ghost recon just the way i like it. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 18, 2007 Author Share Posted July 18, 2007 (edited) thanks for the mirrors! was able to get it easily (curse megaupload to the depths of hell!) anyway, here are the few issues i noted: 1bullet hits on the ground (or perhaps it's just the "dirt" bullet hit) are not playing their respective particle effects. every other particle effect seems to work fine. deleting the bullet hits xml from the effects folder did not fix this, to my surprise. and yes, i have effects set to high. 2the blood decals have the "white fringe" problem. something to do with the alpha channel? 3body blood decals only appear in certain areas, and even then it can be pretty random. i realize that's not your fault though and perhaps nothing can be done about it. 4i can no longer shoot teammates at a certain distance. noticed this in passing while testing things out...if you're within a few meters of your teammates your bullets will go right through them without an effect. 5and finally a question: i decided that i didn't want bloody holes for the helmet and padding areas, and proceeded to change out the texture with that of the stone hit decal. upon playing, i noticed that shooting an enemy in the helmet produced the bloody hole decal again (what the?) or nothing at all. for the padding, just plain nothing shows up. when it was set to the blood texture, these areas showed the decal fine (albeit rarely). any idea on that? and thanks for the mod! definitely learning some helpful information for getting my ghost recon just the way i like it. 1. That's one of the trade-offs for blood. See in the readme: Known issues ------------------------------ Due to the newly written splattering code from scratch, there are numerous surfaces that spawn the same impact decal and have no particles that spew out when fired. This is a trade off for blood, as it is required to have the blood to appear. In the Ultra-Gore version, this applies to every surface. 2. I've noticed that too. However, when you look at the decal at almost arm's reach, it seems to be gone. I'm just as confused as you, as the alpha channels are fine. 3. They were working when I was making the mod from the ground up, but when I put in mirr's code, the blood on bodies thing was completely different. I'll have to look and see what's the problem. 4. I'll have to tell mirr that, no idea what could be the cause of that. 5. Ok, you won't need to change any decals for that. You can just do a redirect. What I mean is this: <material name="padding"> <effect name="bullet_hit"> <option decal_type="bullet_hit_padding" min_angle="20" redirect="bullet_padding"/> </effect> <effect name="heavy_bullet_hit"> <option decal_type="heavy_bullet_hit_padding" min_angle="20" redirect="heavy_bullet_padding"/> </effect> <effect name="sniper_bullet_hit"> <option decal_type="sniper_bullet_hit_padding" min_angle="20" redirect="sniper_bullet_padding"/> </effect> <effect name="mounted_bullet_hit"> <option decal_type="mounted_bullet_hit_padding" min_angle="20" redirect="mounted_bullet_padding"/> </effect> <effect name="footstep" redirect="flesh"/> <effect name="grenade_exp" decal_type="grenade_exp_std"/> <effect name="exp" decal_type="grenade_exp_std"/> </material> Instead, change it to this: <material name="padding"> <effect name="bullet_hit"> <option decal_type="bullet_hit_stone" min_angle="20" redirect="bullet_padding"/> </effect> <effect name="heavy_bullet_hit"> <option decal_type="bullet_hit_stone" min_angle="20" redirect="heavy_bullet_padding"/> </effect> <effect name="sniper_bullet_hit"> <option decal_type="bullet_hit_stone" min_angle="20" redirect="sniper_bullet_padding"/> </effect> <effect name="mounted_bullet_hit"> <option decal_type="bullet_hit_stone" min_angle="20" redirect="mounted_bullet_padding"/> </effect> <effect name="footstep" redirect="flesh"/> <effect name="grenade_exp" decal_type="grenade_exp_std"/> <effect name="exp" decal_type="grenade_exp_std"/> </material> That way all you have to do is change what decal it's displaying rather than the decal itself. A coder and an artist can work as a duo, when the coder has no artistic experience because the way GRIN set up Diesel is that it's so precise on EVERYTHING. Edited July 18, 2007 by Agent Smith Quote Link to comment Share on other sites More sharing options...
solecist Posted July 18, 2007 Share Posted July 18, 2007 ahh, sorry, should have looked at the readme. not a worthy trade-off, imo. this game has some awesome particle effects. as for the body decals not appearing...which steps did you take to add body decals besides those you told me about in your message? decals.xml, the common xml files...is there anything else? using just that method alone does give some bodies decals, but not the decals i expect. they're more like big squarish dark textures that don't appear anywhere near where i shot. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 18, 2007 Author Share Posted July 18, 2007 ahh, sorry, should have looked at the readme. not a worthy trade-off, imo. this game has some awesome particle effects. as for the body decals not appearing...which steps did you take to add body decals besides those you told me about in your message? decals.xml, the common xml files...is there anything else? using just that method alone does give some bodies decals, but not the decals i expect. they're more like big squarish dark textures that don't appear anywhere near where i shot. That's why there's two versions. I personally think the best particles are in the physics. Nope, those are the only ways. You should've seen it back in GRAW1, you had to edit the common.xmls for each NPC. Since it would've taken so long I decided to apply it to only soldiers. The square and dark textures are from your alpha channels. You either: Didn't make one, or had a bad one. And about the bugs: 1. Shadow rendering distance errors fixed. It was in my attempt of darkening shadows that screwed things up. If you don't want to wait for a patch, just delete the deferred_post_processor.xml in the Shaders folder. 2. I *partially* fixed the blood decal on bodies not showing up at point blank. Turns out that mirr snuck in a little snippet of code that threw me off and I didn't catch it. It's this: min_distance="5" That basically tells the engine to not display anything unless there's a minimum distance from the player's point of view. It was set at 5 in-game distance units, which meant that you would have to be that far in order for them to show. The other problem with blood decals on bodies is that sometimes they appear, sometimes they don't. I'll have to dig deeper into that. 3. Weapons not hitting until a minimum distance is probably the same thing as #2, except I didn't touch it. I let mirr know about it and I'll look into it as well. Quote Link to comment Share on other sites More sharing options...
jonelo Posted July 19, 2007 Share Posted July 19, 2007 (edited) + decals in enviroments +decals in NPG + more particules ? + more phisic ? is difficult the valoration - very low draw distance in the shadows - a bit more blurry ? 230 MB , HD video http://stage6.divx.com/user/oritxupolite/v...1272/graw-2-mod Select the incon in the right down vertex , for fullscren vision . Is a HD video . This the regular version with Ageia PhysX-Card . I believe that no visual difference between the non-PhysX versions and PhysX version Edited July 21, 2007 by jonelo Quote Link to comment Share on other sites More sharing options...
jonelo Posted July 21, 2007 Share Posted July 21, 2007 http://stage6.divx.com/user/oritxupolite/v...1272/graw-2-mod the correct link of the video Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 21, 2007 Author Share Posted July 21, 2007 Time for an update: Mirr is finishing up the patch, and told me that I was using the first version of the code that he sent me. While I was working on my own changes, he made changes to his own code, adding improvements I'm assuming and the bugs that are in this mod were not in his. Anyway, here's what's going to be in the patch: - Ageia PhysX has been TRUELY enabled. - The deferred_post_processor.xml has been removed, due to the fact that shadow opacities change depending on the map's lighting. I am also assuming that the minimum distance to hit team-mates is also fixed, but mirr didn't mention anything about that. The no decals showing up on bodies at point-blank range I fixed myself. Stay tuned for the patch. I'm not going to botch this release like I did with my F.E.A.R. edition. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted July 21, 2007 Share Posted July 21, 2007 ^^ when you say "Ageia Physx has been truely enabled" does that mean you have it so that you can use the physic settings with out the physics card, or people that have it get extra stuff? Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 21, 2007 Author Share Posted July 21, 2007 ^^ when you say "Ageia Physx has been truely enabled" does that mean you have it so that you can use the physic settings with out the physics card, or people that have it get extra stuff? It means it's now running in software mode. That means people without PhysX cards will be able to see the PhysX effects at the cost of performance hits. There is one PhysX effect in the Regular version that I didn't catch, it's the concrete/asphalt impact. It kicks up little 3D flakes and you can move them around. Quote Link to comment Share on other sites More sharing options...
solecist Posted July 22, 2007 Share Posted July 22, 2007 any luck getting decals to show on all body parts? i notice that decals never show up on the area designated as "padding." they're rare on the helmet, too. the only place i am getting decals to appear regularly is on the face and the ass. Quote Link to comment Share on other sites More sharing options...
spotH3D Posted July 22, 2007 Share Posted July 22, 2007 One thing I miss the most from your GRAW 1 work is the bullet hole decals on walls, cars, etc not staying forever. That was an awesome effect because after a big firefight the environment looked like it had been through hell. The blood decals seem to stick around forever but the damage to the environment does not. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 22, 2007 Author Share Posted July 22, 2007 One thing I miss the most from your GRAW 1 work is the bullet hole decals on walls, cars, etc not staying forever. That was an awesome effect because after a big firefight the environment looked like it had been through hell. The blood decals seem to stick around forever but the damage to the environment does not. That's easy to fix. I tried to not have a botched release like in the F.E.A.R. edition, but that came back to bite me in the ass. Quote Link to comment Share on other sites More sharing options...
spotH3D Posted July 22, 2007 Share Posted July 22, 2007 Oh no you're doing great. I've tried to figure it out myself, looking in the effects/decals file. I changed the sustain="15" to "300" but that doesn't seem to help it either. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 22, 2007 Author Share Posted July 22, 2007 Oh no you're doing great. I've tried to figure it out myself, looking in the effects/decals file. I changed the sustain="15" to "300" but that doesn't seem to help it either. On all of the impact decals? Quote Link to comment Share on other sites More sharing options...
spotH3D Posted July 23, 2007 Share Posted July 23, 2007 like this: - <decal_type name="bullet_hit_sheet_metal" soft_limit="120" limit="150" min_distance="3" projection="planar" size="15.0 15.0 5.0" sustain="1000" release="2" memory_limit="500000" diffuse_texture="bullet_mtl_sheet_mark_df" bump_normal_texture="bullet_mtl_sheet_mark_bm" render_template="bullet_decal"> <variation uv_rect="0 0 0.5 0.5" /> <variation uv_rect="0.5 0 0.5 0.5" /> <variation uv_rect="0.5 0.5 0.5 0.5" /> <variation uv_rect="0 0.5 0.5 0.5" /> Except it didn't change how long they stuck around. I did a Find/Replace on sustain="15" and changed all of them. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted July 23, 2007 Share Posted July 23, 2007 Awesome to know. Might have to try it out. ^^ when you say "Ageia Physx has been truely enabled" does that mean you have it so that you can use the physic settings with out the physics card, or people that have it get extra stuff? It means it's now running in software mode. That means people without PhysX cards will be able to see the PhysX effects at the cost of performance hits. There is one PhysX effect in the Regular version that I didn't catch, it's the concrete/asphalt impact. It kicks up little 3D flakes and you can move them around. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted July 23, 2007 Author Share Posted July 23, 2007 like this: - <decal_type name="bullet_hit_sheet_metal" soft_limit="120" limit="150" min_distance="3" projection="planar" size="15.0 15.0 5.0" sustain="1000" release="2" memory_limit="500000" diffuse_texture="bullet_mtl_sheet_mark_df" bump_normal_texture="bullet_mtl_sheet_mark_bm" render_template="bullet_decal"> <variation uv_rect="0 0 0.5 0.5" /> <variation uv_rect="0.5 0 0.5 0.5" /> <variation uv_rect="0.5 0.5 0.5 0.5" /> <variation uv_rect="0 0.5 0.5 0.5" /> Except it didn't change how long they stuck around. I did a Find/Replace on sustain="15" and changed all of them. I *think* it's only on the bullet_mark_df, under decal_type= "none". The way the splattering blood was coded is that there are numerous surfaces (Dirt and wood being the two that I can remember in the Regular version. ALL of the surfaces are disabled in the Ultra Gore, excluding flesh, padding, etc.) that are disabled to allow blood to splat. What this means is, these surfaces will display only ONE impact decal and give out no particles. Quote Link to comment Share on other sites More sharing options...
PONDLIFE Posted July 23, 2007 Share Posted July 23, 2007 Mr Smith, any way of toning down the redness of the blood ? Love the extra effect but the blood seems a bit glossy and bright. If you can't be @rsed maybe you could let me know where to find the colour setting so I can tweak it myself. Regards. Quote Link to comment Share on other sites More sharing options...
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