BloodMaps

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Hambergermeister
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BloodMaps

Post by Hambergermeister »

spawning Blood on parts of a monster that are graphically represented as metal parts looks silly to me. Like the spider mastermind, no matter where you hit it, it spawns a blood actor. Using +NOBLOOD would be the inverse of that, and just as silly.

I am suggesting a "BloodMap," similar to a brightmap, the white areas could represent places where blood should be spawned, and black area would represent where bullet puffs should be spawned.

Do you think it is a good idea?
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Graf Zahl
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Re: BloodMaps

Post by Graf Zahl »

Doom's collision checking is far too primitive for that. Plus, the collision checking is done against the bounding box, not the sprite so this would never work.
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Hambergermeister
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Re: BloodMaps

Post by Hambergermeister »

Graf Zahl wrote:Doom's collision checking is far too primitive for that. Plus, the collision checking is done against the bounding box, not the sprite so this would never work.
Oh, okay. So that basically means no.

Why never? The zdoom mods are getting more complex, even more complex than even you, Graf Zahl, would have thought possible a couple of years ago.
Last edited by Hambergermeister on Fri Jul 10, 2009 12:21 pm, edited 1 time in total.
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Enjay
 
 
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Re: BloodMaps

Post by Enjay »

Yes, I think it's a good idea but I'm almost certain that Doom simply doesn't hold that kind of positional information. Each actor is merely a cuboid shape and that's all the engine sees. The ability to specify headshots and other body locations has been [no]d before on that basis.

[edit] Cross posted twice. Damn. I must be typing slowly or something. :P [/edit]
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Hambergermeister
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Re: BloodMaps

Post by Hambergermeister »

Enjay wrote:Yes, I think it's a good idea but I'm almost certain that Doom simply doesn't hold that kind of positional information. Each actor is merely a cuboid shape and that's all the engine sees. The ability to specify headshots and other body locations has been [no]d before on that basis.

[edit] Cross posted twice. Damn. I must be typing slowly or something. :P [/edit]
Actually, I think that actors are more round-ish, haven't you ever tried to run around the circumfrence right on the actor?
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InsanityBringer
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Re: BloodMaps

Post by InsanityBringer »

Actors are rectangles. You can see this by using the command am_cheat 3 into the console.

And on the subject does P_LineAttack (or whatever the hitscan function is) even have any more information other than the fact it hit something?
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Hambergermeister
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Re: BloodMaps

Post by Hambergermeister »

InsanityBringer wrote:Actors are rectangles. You can see this by using the command am_cheat 3 into the console.

And on the subject does P_LineAttack (or whatever the hitscan function is) even have any more information other than the fact it hit something?
Yes, hitscan can specify whether it has hit a bleeding actor or not, and then spawn a blood splatter, particles, or a bulltepuff, or particles where it hit.
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Remmirath
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Re: BloodMaps

Post by Remmirath »

Enjay wrote:Yes, I think it's a good idea but I'm almost certain that Doom simply doesn't hold that kind of positional information. Each actor is merely a cuboid shape and that's all the engine sees. The ability to specify headshots and other body locations has been [no]d before on that basis.
Play Behead The Undead by CaptainToenail, and let me know. :P
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Enjay
 
 
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Re: BloodMaps

Post by Enjay »

Hambergermeister wrote:Actually, I think that actors are more round-ish, haven't you ever tried to run around the circumfrence right on the actor?
I have, and I kept getting caught on the corners of the circle. ;)

Seriously, as InsanityBringer said, they are rectangles. Or rather, from above they are squares but their height can vary making them rectangular in side view and therefore cuboid three dimensionally. I guess the common misconception that they are round comes from two things: 1) the term "radius" used to describe half their width 2) most editors show them using round icons (though some give you the option of using squares).

What's more, the square shape always stays aligned to the NESW points of the map. That's why sometimes it is easy to slide along a map construct and other times it isn't. It all depends how the angle of your bounding box is interacting with whatever the map architecture is.

So, in answer to your question, here I am in E3M8 walking "around" the spiderdemon with am_cheat 3 on. At that point, I am still caught on the very edge of the spider and cannot walk forward because our corners are still touching.

Image
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Hambergermeister
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Re: BloodMaps

Post by Hambergermeister »

Yeah, you're right. I guess when I was running the circumfrence, i bounced off the corners and that gave me the impression it was round.
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Ghastly
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Re: BloodMaps

Post by Ghastly »

Morpheus wrote:Play Behead The Undead by CaptainToenail, and let me know. :P
By following that example, each monster would have to be made up of TONS of smaller actors, for a bloodmap to work.
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Re: BloodMaps

Post by Remmirath »

Then it would become a memory-eater.
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Ghastly
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Re: BloodMaps

Post by Ghastly »

Morpheus wrote:Then it would become a memory-eater.
Not only that, but it would be technically impossible to make a single cohesive monster out of a so many mini-actors.
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Re: BloodMaps

Post by Rachael »

Ghastly_dragon wrote:Not only that, but it would be technically impossible to make a single cohesive monster out of a so many mini-actors.
DoomScript. *nods*
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Hambergermeister
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Re: BloodMaps

Post by Hambergermeister »

Ghastly_dragon wrote:
Morpheus wrote:Play Behead The Undead by CaptainToenail, and let me know. :P
By following that example, each monster would have to be made up of TONS of smaller actors, for a bloodmap to work.
I can understand that, but I find it very interesting!
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