Droplets - Updated 11/10/2018!

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 8 - Major Revision)

Post by Josh771 »

Cacobus wrote:Hello SidDoyle,awesome job so far,are there any plans for implementing green blood eventually?BTW thanks for your hard work.
Green blood is already implemented for vanilla Doom. I may have missed blue and green bloods for Smooth Doom, now that I think about it. Brutal Doom SE does not have green blood that I know of, so I'll take a look at droplets_SDcompat_v8.pk3 and see what I can do.

I really do have a nagging suspicion that I may have totally forgotten to add the colored blood types to Smooth Doom, hehehe.
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Josh771 »

It's update time again! This is the first iteration of my new blood effects in water and the addition of some running blood on walls -- nothing too fancy there, just using stretchers and sliders -- as well as blood oxidizing on walls so that a few minutes after a fight it gets that dark, nasty red-brown tone.

These changes currently only apply to red blood. The next release will probably see the effects duplicated for blue and green bloods.

I've also added two new base files: Droplets Lite and Droplets MAX.
  • Droplets Lite will halve your blood output and save your framerate. It will also speed up blood effects on liquids to try to preserve those precious frames. I recommend this file for use with Brutal Doom SE compatibility unless you are lucky enough to have a more beefy computer than myself.
  • Droplets MAX will increase the number of smaller blood droplets in every splatter. Don't expect this to be kind to your processor if you leave the Blood Lifespan cranked up.
EDIT: Just added compatibility for Hideous Destructor; check the OP.
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by VGA »

Nice, I'm using it with Smooth Doom and the water blood effect is great :-)
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Josh771 »

Minor update here! I've recolored green blood to have a nastier look, as well as finished the blood clouding effects for blue and green bloods. The updated files are droplets_base/lite/max_v9.pk3 and droplets_vanilla.pk3. I've also added new artwork for the default in-game blood splatter decals. Not sure where to go next with the mod; I may work on some more compatibility patches or add Strife to the vanilla patch.
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Gifty »

You've conquered the age-old conundrum of blood disappearing on liquids! Pray tell, what was the ACS script that solved this riddle? This is something I've been trying to figure out myself.
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Josh771 »

Gifty wrote:You've conquered the age-old conundrum of blood disappearing on liquids! Pray tell, what was the ACS script that solved this riddle? This is something I've been trying to figure out myself.
Well it's just a script that checks whether the actor's floor texture is a known liquid flat -- by name, individually, each one. Not very pretty, but it's what I've got. Here's the code:
Spoiler: script LiquidCheck
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Gifty »

My god, it works! This has been bothering me forever. I'm shit with ACS. :P

Would it go amiss if I stuck this in the next version of SmoothDoom, with a hearty credit to your name?
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Josh771 »

Not at all; go ahead. I couldn't imagine needing permission for a piece of code that really couldn't be written any other way in the first place. :) And I wouldn't mind seeing my name in the Smooth Doom credits.

Also, I uploaded a fix that makes blood clouds in water properly rotate now, so everybody go grab a hot copy and try it out. Heheh.
User avatar
DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by DrMoney »

I am LOVING all these updates! The oxidizing looks fantastic, exactly how I'd imagined. And geez that water blood fogging is extremely impressive, it's one of the prettiest things I've ever seen in a mod. The wall drips are kickass as well! You've really outdone yourself.

However I've noticed quite a few things working weirdly, I've tried to break them down extensively:

VANILLA:
Wall Blood: Working for all colors except RED which only gets big drops or a fine "mist". No moving drips down the wall for RED but working wonderfully for GREEN and BLUE.
Oxidizing: Only seems to work for about 1/2 of the RED wall blood, none on floor or ceiling blood. I can't really tell if it's working at all on GREEN or BLUE. (On a side note, would it be possible to implement a slider for how long it takes for oxidizing to kick in? I love the effect but could imagine some older machines can't handle the overlap it'd take for the wait.)

I'm testing SmoothDoom now, I'll report back soon. Thank you again for all your hard work on this!
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Josh771 »

I'm glad you're really enjoying it. :) It may not be the author's place to say it, but I'm pretty sure this is the most detailed blood mod you'll find out there.

The oxidizing effect does occur over a fairly long period by Doom standards, which is about 5 minutes or so. There is no such effect for blue or green blood, but I may add that later. The reason the blood which is more misted onto the walls does not oxidize is that it is a replacement of ZDoom's standard BloodSplatter, which means if I make it change colors to, say, a dark reddish-brown, then it will do that also for blue and green bloods, resulting in no difference between any of them after 5 minutes. Since they all turned the same color, I decided to just neglect the feature. I do not think there is anyway for me to circumvent it, but if anyone knows of a way, I'm open to suggestions.

I am baffled by the fact that there is, indeed, far less runny blood for red blood than there is for green or blue. The green and blue implementations are based on the red one. The code is identical as far as I know. But I have noticed this from day one myself, that the red blood does not behave as I have prescribed. I'll take another look at it just to make sure I didn't make some kind of blatant error, but it seems to be something on ZDoom's end.

As far as making a slider for the time it takes wall blood to oxidize, I dunno. I'm more worried about the impact the fog effects might have on slower machines; that's a lot of overlapping transparency to render. I'd like to make the Blood Lifespan slider affect blood fog in water; I don't think it's possible for me to change the oxidizing effect for wall blood; it'll just have to remain some constant value. I might reduce it to 2 minutes, though. I can't have it happening too quickly, or the player could sit and watch the blood dry, which doesn't feel incredibly realistic. It needs to be subtle.

Ceiling and floor blood does not oxidize. This would require doubling the number of blood actors in the game, which would produce quite the performance impact in many situations (especially on moving platforms).
User avatar
DrMoney
Posts: 54
Joined: Mon Jun 10, 2013 11:42 pm

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by DrMoney »

SMOOTH DOOM:
Wall Blood: Same as VANILLA except I can get RED Wall Drips about 1/2 the time with the Rocket Launcher and about 1/4 the time with a chainsaw, I haven't gotten it from the other weapons. However most other weapons trigger the Wall Drips for GREEN and BLUE blood.

I'm gonna retest the RED Wall Drips for Vanilla soon. Hope this helps.

EDIT: D'oh, I forgot you already addressed the SD Death Puddles.
User avatar
Josh771
Posts: 676
Joined: Wed Apr 03, 2013 11:36 am
Location: Elsewhere.

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Josh771 »

Bugfix! This one's been around since day one; I was accidentally scaling velocity of blood droplets with random() instead of frandom().

In layman's terms, I've greatly improved the randomization of blood droplet velocity and, therefore, blood splattering patterns. The files have not had their names changed, but it is only necessary to download your preferred base file to get the fix.
User avatar
Caligari87
Admin
Posts: 6233
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Caligari87 »

Hey, three small things if you could? Should be relatively simple fixes that have been kinda bugging me.

1. I still think the blood is too bright and saturated. I think it should be slightly darker, and the saturation lowered to about 80-90%.

2. The edges are too sharp on the puddles or too high-res. Any way to add a little transparent feathering on the edges, match the wall decal aesthetics better, or lower the resolution a little so they match the original graphics. EDIT: Scratch this, doing #3 helps immensely

3. The blood looks pasted-on because there's no translucency. Maybe make the pools/decals have an alpha of about .75 or so? Would make things look a little more interesting where the blood overlaps too, like it's thicker in places. EDIT: Tried #3 on a whim, and it looks great, just add RenderStyle Translucent and Alpha 0.7 to the base BloodDroplet class.

8-)
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by VGA »

On The Crusher my frame rate got raped when I hit the switch to make my baron of hell blood juice!

After a while they timed out and then it fixed itself haha
User avatar
Caligari87
Admin
Posts: 6233
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: Droplets - Simulated Blood (version 9 - Bloody Water)

Post by Caligari87 »

BUG DISCOVERED! The Smooth Doom compatibility patch doesn't respect Smooth Doom's MENUDEF.

Simple fix is adding the following MENUDEF to the SD_compat patch.

Code: Select all

OptionMenu "OptionsMenu"
{
	Title "OPTIONS"
	Submenu "Customize Controls",		"CustomizeControls"
	Submenu "Mouse options",			"MouseOptions"
	Submenu "Joystick options",			"JoystickOptions"
	StaticText " "
	Submenu "Player Setup",				"PlayerMenu"
	Submenu "Gameplay Options",			"GameplayOptions"
	Submenu "Compatibility Options",	"CompatibilityOptions"
	Submenu "Automap Options",			"AutomapOptions"
	Submenu "HUD Options",				"HUDOptions"
	Submenu "Miscellaneous Options",	"MiscOptions"
	Submenu "Sound Options",			"SoundOptions"
	Submenu "Display Options",			"VideoOptions"
	Submenu "Blood Options",			"BloodOptions"
	Submenu "Smooth Doom Options",		"SmoothDoom"
	Submenu "Set video mode",			"VideoModeMenu"
	StaticText " "
	SafeCommand "Reset to defaults",	"reset2defaults"
	SafeCommand	"Reset to last saved",	"reset2saved"
	Command "Go to console",			"menuconsole"
}
8-)
Post Reply

Return to “Graphic/Audio Patches”