Agent Smith Posted November 29, 2006 Share Posted November 29, 2006 (edited) That's right, Agent Smith is BACK! And now, he has more experience than ever and now has more resources at his finger tips. Based on the revolutionary code written by mirr (Me and him made a partnership a long time ago), I have taken his code and now editing decals and attempting to get better blood splats and more frequent splats. Sample of decal change: Features to see in the future: - Changing blood decals. - Blood splats while enemies are still alive. - Better looking shadows. - (If possible) More realistic ragdolls (More weight, less flimsy, and better deaths). Release date: WHEN IT'S DONE. Credits: - Special kudos to Predaaator of FPSBanana.com for porting the FEAR blood decals to Counter-Strike: Source. Now, I've converted them to GRAW, and will do some special tweaking. - mirr : He's the one that started the revolutionary splattering blood. Time to build upon what he's started. Edited November 29, 2006 by Agent Smith Quote Link to comment Share on other sites More sharing options...
Nutlink Posted November 29, 2006 Share Posted November 29, 2006 Very nice! It's hard to believe something so small takes so much work, but adds so much at the same time. I can't wait to see this in action! Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted November 29, 2006 Author Share Posted November 29, 2006 A beta form of changing blood decals has been implemented. Now it no longer repeats the same decal. And, apparently, through the course of implementing that, blood appearing when a NPC is now at a wall while he is alive and being hit implemented itself! Quote Link to comment Share on other sites More sharing options...
Rocky Posted November 29, 2006 Share Posted November 29, 2006 Too cool! Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted November 30, 2006 Author Share Posted November 30, 2006 (edited) Blood on bodies has set itself to EXTREME. There's now a ton of blood on bodies, but not on floors/walls. I have to see what I can do to change that. Edited November 30, 2006 by Agent Smith Quote Link to comment Share on other sites More sharing options...
GregV Posted December 1, 2006 Share Posted December 1, 2006 Quote Link to comment Share on other sites More sharing options...
tilliboy Posted December 1, 2006 Share Posted December 1, 2006 Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 1, 2006 Author Share Posted December 1, 2006 I figured out why so much blood was on the models. I had two entries of blood to splatter on the models. I'm editing it out now, and going to leave a different .XML if you guys want that EXTREME amount of blood. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 2, 2006 Author Share Posted December 2, 2006 I decided to run the game at my native resolution. Looks tons better and less blurry. Two more shots of the mod, I don't have much work left. Just have to fix the "floating" problem with the hit decals on bodies. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted December 2, 2006 Share Posted December 2, 2006 When I last used Mirr's newest version v0.9 (?) the blood decal would appear on walls, objects even though no Ghost or rebel was hit. Have you a; noticed this, and b; reduced the target area affected by the near miss? Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 2, 2006 Author Share Posted December 2, 2006 When I last used Mirr's newest version v0.9 (?) the blood decal would appear on walls, objects even though no Ghost or rebel was hit. Have you a; noticed this, and b; reduced the target area affected by the near miss? I've seen this, and apparently, it's either have splattering blood or don't from my experiments. There's a certain string of code required in order to get splattering blood. This code is NOT NPC specific, therefore it means blood can spawn off a stray round. Quote Link to comment Share on other sites More sharing options...
mirr Posted December 2, 2006 Share Posted December 2, 2006 the appearing of the blood without hitting a soldier has to do with the redirect/angle settings in the decal file i think, in version 0.9 there were 2 or 3 cases where this happened - shooting at a metal surface with bushes in front - shooting at water - ... can't remember the other one (something with barrels i think) maybe if the decals for the (sheet) metal/water were changed, it would no longer happen, or modify the <option decal_type=/> settings tweaking the min/max angles could also work, when these are set extreme, every bullet fired would produce a blood decal. you could try setting the angles small for all the surfaces and big for the padding/helmet/head/flesh decals, so when hitting a soldier, blood would always stick on them, but the spatter on objects would only happen if the target is very close to a wall,car,barrel,other soldiers etc.. didn't have much time the last few months to work on this, so sorry for the lack of updates. nice to see Agent Smith continues this. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 2, 2006 Author Share Posted December 2, 2006 the appearing of the blood without hitting a soldier has to do with the redirect/angle settings in the decal file i think, in version 0.9 there were 2 or 3 cases where this happened - shooting at a metal surface with bushes in front you could try setting the angles small for all the surfaces and big for the padding/helmet/head/flesh decals, so when hitting a soldier, blood would always stick on them, but the spatter on objects would only happen if the target is very close to a wall,car,barrel,other soldiers etc.. nice to see Agent Smith continues this. I've taken out the leaves and bushes spawning blood, which was the #1 reason why there was so much blood all over the place in certain situations. The decals on surfaces I need to tweak around, but I need some help in getting the blood decal when a soldier is hit to stop clipping into the body. This is what I have coded so far: <decal_type name="bullet_hit_impact" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="14.0 17.0 19.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter7_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"/> </decal_type> <decal_type name="bullet_hit_impact2" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="13.0 14.0 1.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter7_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"/> </decal_type> <decal_type name="bullet_hit_barrett" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="12.0 11.0 13.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter6_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"/> </decal_type> If you look a few posts up, I have a screenie of a mexican soldier's corpse with a ton of blood on him, as well as a shot of Brown's face with hit decals clipping around his head. I've been trying to find a solution to that. It's my only problem that I'm having. It's also nice to see that you're still poking around here, mirr. Quote Link to comment Share on other sites More sharing options...
mirr Posted December 3, 2006 Share Posted December 3, 2006 the appearing of the blood without hitting a soldier has to do with the redirect/angle settings in the decal file i think, in version 0.9 there were 2 or 3 cases where this happened - shooting at a metal surface with bushes in front you could try setting the angles small for all the surfaces and big for the padding/helmet/head/flesh decals, so when hitting a soldier, blood would always stick on them, but the spatter on objects would only happen if the target is very close to a wall,car,barrel,other soldiers etc.. nice to see Agent Smith continues this. I've taken out the leaves and bushes spawning blood, which was the #1 reason why there was so much blood all over the place in certain situations. The decals on surfaces I need to tweak around, but I need some help in getting the blood decal when a soldier is hit to stop clipping into the body. This is what I have coded so far: <decal_type name="bullet_hit_impact" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="14.0 17.0 19.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter7_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"/> </decal_type> <decal_type name="bullet_hit_impact2" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="13.0 14.0 1.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter7_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"/> </decal_type> <decal_type name="bullet_hit_barrett" soft_limit="120" limit="150" projection="planar" size_min="5.0 5.0 1.0" size_max="12.0 11.0 13.0" sustain="72000" release="1" memory_limit="500000" diffuse_texture="blood_splatbody" bump_normal_texture="splatter6_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"/> </decal_type> If you look a few posts up, I have a screenie of a mexican soldier's corpse with a ton of blood on him, as well as a shot of Brown's face with hit decals clipping around his head. I've been trying to find a solution to that. It's my only problem that I'm having. It's also nice to see that you're still poking around here, mirr. as far as i've seen none of the decals actually map perfectly on the models, they seem to be offset a small amount and mapped on a hidden shape. maybe the offsets can be changed inside the model files, or it has something to do with the mapping type. Maybe changing the render_template? in one of the previous versions i changed the $ray type and the blood generated from the bullet_hit_physx would collide with the soldiers body, so when you shot at the head the blood would spray around and land on top of the head offset half an inch or so. some of the decals have a min_distance setting, maybe this could be used? another feature that could be added to your mod is to model some limbs or other gore and have it spawn in when a soldier gets killed by a grenade. Something like the debris that spawns when you destroy barrels. there are some fluid examples in the fx files, if you have a physx card maybe tweaking these could be used to create realistic blood. I tried it but fluid systems won't render in software mode. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 3, 2006 Author Share Posted December 3, 2006 Another shot showing the blood decals: The little decals stacked upon each other in the middle of a great looking decal is going to be removed. I'm going for quality rather than quantity, because those decals came out bad. I might try porting them again and seeing what I get. Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 8, 2006 Author Share Posted December 8, 2006 The mod is now ready to go into Alpha stage testing, which consists of what I have done so far. Pictures of the changed blood decals (Directly from the .DDS files themselves): There are ONLY 10 avaliable tester spots. PM me if you want a link to download the mod, as well as your system specs. I will give you the download links to the mod. Happy fragging! Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 9, 2006 Share Posted December 9, 2006 (edited) Hmmm, I haven't tested my new eVGA 7900 .... but I already uninstalled GRAW. hmmm makes me wanna reinstal the game Agent Smith edit: Its Agent Smith, what do I have to lose. How do I install mods again? something about Data folder? Edited December 9, 2006 by Cpl Ledanek Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 9, 2006 Author Share Posted December 9, 2006 How do I install mods again? something about Data folder? It's Local -> English. Make sure there's no files that are named the same, otherwise, you may get some problems running the game. Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 9, 2006 Share Posted December 9, 2006 Okay I created a folder: then create a "fear folder" within the English folder: then restart GR:AW...hope it works.... I should create a folder in the English folder for every mod I install correct? Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 9, 2006 Author Share Posted December 9, 2006 Okay I created a folder: then create a "fear folder" within the English folder: then restart GR:AW...hope it works.... I should create a folder in the English folder for every mod I install correct? Eh... not really. That's not how mods work, unless you have a mod loader (Did someone make one yet?) The folders in any mod are what you put in the Local -> English folder, which consists of folders such as "effects", "settings", etc. It does not go in it's own folder. Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 9, 2006 Share Posted December 9, 2006 Okay I created a folder: then create a "fear folder" within the English folder: then restart GR:AW...hope it works.... I should create a folder in the English folder for every mod I install correct? Eh... not really. That's not how mods work, unless you have a mod loader (Did someone make one yet?) there is one I see in the download section, but has problems, no new news about it. The folders in any mod are what you put in the Local -> English folder, which consists of folders such as "effects", "settings", etc. It does not go in it's own folder. I wanna load the Sepia Effect Reduced- Mod and your mod only for now. How do you have yours installed? I no longer have my 6-yr old chimpanzee to do my computer tech stuff, so please try to bear with my questions Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 9, 2006 Author Share Posted December 9, 2006 I wanna load the Sepia Effect Reduced- Mod and your mod only for now. How do you have yours installed? That'll do fine with my mod, since I never tinkered with the Post Effects. Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 9, 2006 Share Posted December 9, 2006 I wanna load the Sepia Effect Reduced- Mod and your mod only for now. How do you have yours installed? That'll do fine with my mod, since I never tinkered with the Post Effects. so do I just install in these path D:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\local\english Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 10, 2006 Share Posted December 10, 2006 just an acknowledgement: thanks Agent Smith Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted December 10, 2006 Author Share Posted December 10, 2006 just an acknowledgement: thanks Agent Smith Indeed, hooah. If I can figure it out, hopefully there'll be that much blood before a soldier dies! Quote Link to comment Share on other sites More sharing options...
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