Nash's Gore Mod

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
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Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
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Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Post by Ryan Cordell »

Can't wait for THIS one. <3
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KeksDose
 
 
Posts: 596
Joined: Thu Jul 05, 2007 6:13 pm
Location: my laboratory

Post by KeksDose »

Awesome :trippy:

Bloody hell :twisted: :chaingun: :chainsaw2: :instagib: :railgun:
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Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

Post by Dancso »

Yays! Can't wait for some fake, but realistic floor decals! =)
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Unknown_Assassin
Posts: 2468
Joined: Wed Apr 12, 2006 5:17 pm
Location: Where dead carcasses lie

Post by Unknown_Assassin »

Yes! More gore, more violence, and more blood! :twisted:
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Nash
 
 
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Location: Kuala Lumpur, Malaysia

Post by Nash »

HotWax wrote:Have you tried +NOBLOCKMAP? This would prevent any collision checks from occurring.
Now the gibs don't move with platforms, they just float in the air. :( Help!
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Kate
... in rememberance ...
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Post by Kate »

That's the primary problem with NOBLOCKMAP...
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Nash
 
 
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Post by Nash »

Oh, nevermind, it's not big deal. A simple call to A_ChangeFlag("NOBLOCKMAP", 0) in the gibs' "OnFloor" state fixed it.
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Risen
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Location: N44°30' W073°05'

Post by Risen »

Nash wrote:Oh, nevermind, it's not big deal. A simple call to A_ChangeFlag("NOBLOCKMAP", 0) in the gibs' "OnFloor" state fixed it.
Does that run the risk of getting other actors stuck if the flag changes while it's inside one?
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Nash
 
 
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Post by Nash »

The gibs are set to -SOLID so I don't think it matters.
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Nash
 
 
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Post by Nash »

Originally, I had these bunch of new decals and there was some animation on them. Long thin strips of blood would slowly ooze down from the main decals. However, I was messing around with Photoshop earlier today, and I came up with a bunch of new blood decals that I really liked.

Unfortunately, this style of painting made my old decal animation ugly. So for now... it's not animated (in other words, these are merely a high res version of ZDoom's static decals).

I wouldn't want to post the animation anyway because that'll spoil the surprise!

Image

Coming next... I'm deciding between either the new chainsaw death animations or the new XDEATH frames.
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HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Does that look bad because there's no transparency in the splats, or because it's a picture of high-res splats on a low-res texture? :?
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Nash
 
 
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Post by Nash »

Probably both.

But I'll try adding some transparency back to the alpha decals first though (because I like the extra tiny details the high resolution allows).

I hate making decals... so many unecessary steps...
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HotWax
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Location: Idaho Falls, ID

Post by HotWax »

Ah OK, I was thinking they probably didn't have any transparency but couldn't tell for sure. I think that would make the biggest improvement, and it'd be a shame to waste all that work on the high-res versions.
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Unknown_Assassin
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Location: Where dead carcasses lie

Post by Unknown_Assassin »

Does the blood have a duration, in which it will die off, or will it be permanent?

If it is the latter, I think there is going to be a big issue about lag.
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Kate
... in rememberance ...
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Joined: Tue Jul 15, 2003 8:06 pm

Post by Kate »

The sprite-based blood should have a duration to it for that reason, the wall splats are limited by the cl_maxdecals cvar so they shouldn't be a problem.

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