Agent Smith
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Posts posted by Agent Smith
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I just came across a gigantic problem.
The blood effects no longer work now. All that's working is the default tiny blood shooting out.
I've been trying for hours to get it back working, but it's not coming back.
The mod suddenly fell apart while I was writing some more code.

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7th status report: This is now in beta stage. From what I'm seeing, getting splattering blood will be hard as hell to do. I almost have the blood on clothes done, I've just been tweaking with the decals, I always had them on bullet_hit_flesh, using the flesh DDS, rather than bullet_hit_cloth.
Another screenie:
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6th status report: Fixed the problem about the blood not wrapping around the model.
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More news?Great job!

About me:
1. I don't know a damn thing about programming. I'm just looking at stuff, editing random things which I *think* should result in what I have so far.
2. This is my first *real* mod. I made multiple half-assed maps for HL2, but they were nothing special and looked like a noob made it in ten minutes.
Now, I'm going to find out how to actually made it splat.
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4th status report:
I HAVE IT NOW WORKING!
Problem is, it doesn't actual splat. It just shoots out and stays floating in mid-air.
Who cares though? This is just the first step out of many.
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^
I managed to get blood showing up on a Marine's clothes, but only for a split second.
What's the command that controls how long a decal shows up?
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3rd status report:
I've got something!
I only managed to get blood showing on a Marine's clothes for only a split second, then it went away.
But, here's my confirmation: THIS IS VERY POSSIBLE.
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2nd status report:
I've been editing the wrong .XML..
Woops.
Hehe, now I'm looking at the decals.xml file in the Data -> effects -> decals folder.
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Status report:
Editing the .DDS files alone didn't do anything. Searching through the .XMLs to see if there's a setting that makes it shoot out.
I also edited the bullet_cloth DDS by adding a splat there. Got nothing as well.
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Current status: Fixed!
Go to Data -> Textures -> atlas_effects -> decals -> diffuse -> diffuse_set0
I see this:
bullet_blood_spat_df.dds
Could this be the thing that we're looking for? The item that enables splattering blood?
I just opened up the .DDS in Photoshop. It's pure black.
I think this is the item we're looking for.
I'm going to add a blood brush that I have to this .DDS, and test it.
Here's your pics:
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This has me interested.
Go to Data -> Textures -> atlas_effects -> decals -> diffuse -> diffuse_set0
I see this:
bullet_blood_spat_df.dds
Could this be the thing that we're looking for? The item that enables splattering blood?
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DATA>SETTINGS>POST_EFFECTS.XML
Search for "Sepia_Effects_Opacity value= XX"
I halved the opacity values. Turns down the yellow without touching any other of the niffty post effects like glare or nightvision.
I don't see it in the post_effects.xml, are you sure it's in that one?
Searching for Sepia_Effects_Opacity brings me up with nothing.
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Hmmm.....


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In it's current state, the Ghosts are still a wee bit too far away while following. Decrease the distance between them and yourself by, three feet would be best.
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Option 2: 4 years ago. On the PC.
I was bored of it within ten minutes.
EDIT: I didn't play it in '04 for the first time. More like '02.

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Friday's the "Patch day".
Hope it actually comes out at that time.
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I'm also having this problem. I'm using a Razer Diamondback Plasma Limited Edition, and I have the 91.28 Beta drivers.
How would I be able to lower the "Max frames to render ahead", if I can't get CoolBits to work on it?
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I got a ATI X1600, and performance in GRAW are seriously disapointing i rarely get over 29 fps, and thats after i found the optimal configuration, setting useless stuff to low quality and keeping environnement stuff at high.
It might be time for Grin to get close to ATI....
I get like an average rarely under 35 fps if thats not over in soo many others games...
Try the .xml that I posted in the first page. See if that brings up your FPS.
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Must say the AI's work much better now!
Yes, MUCH better. Your team-mates are more alert now. They sometimes say "Target spotted" even before I see someone.
Not only that, but when they're behind cover, that's when they reload.
When you have the Follow order on, they don't wait like half a block before following you. No, when you approach a ten foot distance, they began to follow and KEEP following, they don't just stop.
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This is what I'm wondering though: How can a single card perform better than an SLI configuration?!?

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Ooooooo.... me want..
BUT, the idea of adding multicamo skins and turning off Post effects, me don't like.
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^ Neither SCAR weapons have a burst option, I wished they did though.
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and pleaze make the head shot lethal ....
At first I thought this when I saw my headshots weren't instant killing, then I thought about the helmets.
"Oh wait, they have new helmets now."



Full scale gore: I think I've found the first step.
in GR:AW - General Mod Topics
Posted
I looked at Digital's .xml for the e_bullet_hits_high, and I managed to incorporate what he has made and I used his stuff, and I added some of my own stuff (For example, when you're hit, instead of just a puff of blood coming out, there are at least three streaks of blood flying out from the impact.)
I've been having a little guessing game now, since I got it working again. I'm not sure if the Diesel engine runs on integers (Judging from the numbers I see, it does) or it runs on "The lower, the bigger it'll be." So far, it does run on integers, but instead it's "The higher, the bigger it'll be."