Degamer Posted June 13, 2006 Share Posted June 13, 2006 I gotta ask the opisite, what code specificly adds the new hit effects? I've already got my post effects file modded. Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted June 13, 2006 Author Share Posted June 13, 2006 <posteffect name="blood_hit" modifier="add"> <levels_r x="0.500" y="0.500"/> <levels_g x="1.000" y="1.000"/> <levels_b x="1.000" y="1.000"/> <grain_amount value="1.000"/> <grain_speed value="1.000"/> <bloom_tint x="0.000" y="0.000" z="0.000"/> </posteffect> <posteffect name="death" modifier="add"> <levels_r x="0.500" y="0.500"/> <levels_g x="1.000" y="1.000"/> <levels_b x="1.000" y="1.000"/> <grain_amount value="1.000"/> <grain_speed value="1.000"/> <bloom_tint x="0.000" y="0.000" z="0.000"/> blood hit from orange to red-black death from grey-black to red-black Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted June 13, 2006 Share Posted June 13, 2006 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? Quote Link to comment Share on other sites More sharing options...
Degamer Posted June 13, 2006 Share Posted June 13, 2006 Thanks, will try it out. Quote Link to comment Share on other sites More sharing options...
Degamer Posted June 13, 2006 Share Posted June 13, 2006 Very Nice, you can certainly tell you've been hit. Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted June 13, 2006 Author Share Posted June 13, 2006 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? yup..that's the ripped blood decal... not very high quality compared to the rest of textures..maybe it was ripped in an early stage of development? btw the decal system on bodies is all but perfect there are also textures for blood on hud.. the trigger is maybe hidden in a .dxe (play blood fx or similar) Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted June 13, 2006 Share Posted June 13, 2006 ^ 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? Quote Link to comment Share on other sites More sharing options...
TedSmith Posted June 13, 2006 Share Posted June 13, 2006 you're too good ted..let enemies hit you and you'll see the new post fx Whoops. Should have checked the settings on the blood section against the defaults. Quote Link to comment Share on other sites More sharing options...
Bonehead Posted June 13, 2006 Share Posted June 13, 2006 Great stuff! Thanks and keep up the great effort! Quote Link to comment Share on other sites More sharing options...
prolificone Posted June 18, 2006 Share Posted June 18, 2006 (edited) 2 things. I DLed another post-effects xml file to get rid of the yellow tint. Will this blood mod, that includes another post-effects xml file, put the yellowish back? or do you have the file to do both? second thing. I dont have a 'local' or 'english' folder, should I just extract this right to my main GRAW folder anyway? Edited June 18, 2006 by Prolific Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted June 18, 2006 Author Share Posted June 18, 2006 2 things. I DLed another post-effects xml file to get rid of the yellow tint. Will this blood mod, that includes another post-effects xml file, put the yellowish back? or do you have the file to do both? second thing. I dont have a 'local' or 'english' folder, should I just extract this right to my main GRAW folder anyway? 1- I suggest you to use the 1.0 version of the blood mod to keep compatibility with any postfx mod 2- nope, create a local folder and a english folder inside it (here you place all your mods) Quote Link to comment Share on other sites More sharing options...
prolificone Posted June 20, 2006 Share Posted June 20, 2006 Well thanks to Degamer, I learned the yellowishness can be adjusted by changing the sepia_opacity in the post-effects XML file. So, I just kept all the 1.1 blood mod files and changed only the sepia_opacity in the post-effects.xml file and WOW.. Nice blood mod AND much more realistic color (less yellow). Quote Link to comment Share on other sites More sharing options...
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