Nash's Blood Mod [discontinued]

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Nash's Blood Mod [discontinued]

Postby Nash » Thu Jan 14, 2016 11:13 pm


Image

It's been almost 10 years since I made nashgore, my how time flies! Anyway, here's the blood-only portion of nashgore. The goal, from 2006, has always been to recreate Blood's trail FX. I may have been shooting at some gargoyle statues for the past 10 years to recreate this effect in ZDoom.

Screenshots don't do it justice, you have to see it in motion. I hope you agree that this is the closest anyone's ever come to Blood's blood trails without source code!

Do whatever you want, no need to ask me for permission if you want to use this in your mods, have fun!

[This contains blood effects ONLY. No colourized blood, no gib splats, no other junk. The REAL version of nashgore will be released another time... not that it's of much relevance with all of the Br00tal mods around here]

> Download Nash's Blood Mod <

27 November 2018: this mod is discontinued and is now replaced with Nash's Gore Mod: Vengeance Edition
Last edited by Nash on Mon Nov 26, 2018 11:04 pm, edited 4 times in total.
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Re: Nash's Blood Mod

Postby Carbine Dioxide » Thu Jan 14, 2016 11:33 pm

Glad to see a new Nash gore mod. I like this way better than Brutal Doom in terms of blood effects and gibs. Now all we need is some violent death sprites...
Last edited by Carbine Dioxide on Thu Jan 14, 2016 11:34 pm, edited 1 time in total.
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Re: Nash's Blood Mod

Postby raymoohawk » Thu Jan 14, 2016 11:33 pm

just tried it, really nice!
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Re: Nash's Blood Mod

Postby Captain J » Fri Jan 15, 2016 12:00 am

ahh, good to be seeing it again! it might be a good resource to everyone!
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Re: Nash's Blood Mod

Postby TerminusEst13 » Fri Jan 15, 2016 5:49 am

Wonderful, thank you!
I was always wondering how the "flat model on floor for blood" thing worked, and this is a wonderfully simple demonstration.
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Re: Nash's Blood Mod

Postby Nash » Fri Jan 15, 2016 6:53 am

You're welcome! :D

I tried to make the blood splats voxels at first, so that software renderer users can enjoy it too, but it turned out to be a real system hog - to make the blood look convincing, I had to make huge, high res voxels and then scale them down - otherwise they'd just look like this huge blocky red gunk.

Performance seems to scale really poorly with 50-100 of those high res voxels littered around on the screen...
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Re: Nash's Blood Mod

Postby RedRoyalGuard » Fri Jan 15, 2016 8:20 am

Looks especially awesome when combined with other blood effects.
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Re: Nash's Blood Mod

Postby Blox » Fri Jan 15, 2016 5:51 pm

Looks a lot like the shit I did quite a while ago for burl tumd, except with less actor spam and more 3D floor splats.
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Re: Nash's Blood Mod

Postby Ctrl+Alt+Destroy » Fri Jan 15, 2016 7:35 pm

Romero's first level in 21 years, and now this. Today is a good day. Thank you kind sir.
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Re: Nash's Blood Mod

Postby Miguel371xd » Fri Jan 15, 2016 8:12 pm

the screen map name ? (Nice Mod :D)
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Re: Nash's Blood Mod

Postby Nash » Fri Jan 15, 2016 8:18 pm

Miguel: Alien Vendetta... but I forgot which map number :S One of the later maps, 15 - 20+ I think
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Re: Nash's Blood Mod

Postby Hexereticdoom » Fri Jan 15, 2016 8:24 pm

Very cool job! :)

I've been using Droplets v13 so far in my gaming and mod development, but this one is also a big alternative! Hoping to see the complete version with more blood colours, hehehe! :thumb:
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Re: Nash's Blood Mod

Postby Hellser » Fri Jan 15, 2016 8:34 pm

Very good! Though I noticed that the blood seems floaty (unless that's what you're aiming for!). But very good work. :)
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Re: Nash's Blood Mod

Postby Nash » Fri Jan 15, 2016 8:38 pm

Hellser wrote:Very good! Though I noticed that the blood seems floaty (unless that's what you're aiming for!). But very good work. :)


Argh, that must have been that old mesh from 2006 or whatever where it was too high off the ground. :/ I have a better mesh that's much more flush to the floor but I must've included the wrong .md3. Will fix!
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Re: Nash's Blood Mod

Postby Armaetus » Fri Jan 15, 2016 9:08 pm

This is always a good thing! :)
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