Tried the code Sean and it looks really cool!
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Hello FC Zvyozdochka,
I am afraid, but the blood that you see has nothing to do with the linked file: "effectinfo.txt".
The blood decal, that you see in-game is the texture from your particlefont file.
The one on the screenshot is surely nice, but you can find even better ones here:
click me hard
A realistic and beautiful blood decal is the most difficult texture/font to make !
The best compilations are downloadable from above mentioned link.
Simply download any of those and integrate it into your particlefont.
You need the VTF plugin to open them (if you use Paint.Net).
Or use any other VTF 2 TGA converter out there.
Or if you are a rich man, and you have photoshop, use its plugin.
Just invert the color (cause DarkPlaces needs inverted blood decals) and you can use them in your Quake !
Your Quake uses 16 different blood textures (row 3+4).
So enough to make the variation not boring
Here are some samples (randomly downloaded):
I deleted the corpses, so that imageshack does not delete them right away
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Last edited by Seven; 12-07-2011, 11:18 AM.
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hi
i think the blood in that picture are the hd decals i added to the nexuiz particlefont.
i think this is what seven means
edit effectinfo.txt...te_blood effect to change the look of blood ingame.
ive been working on a new blood effect and its not bad
it makes small and large particles
heres a screen
its basic and im just testing it out
effect TE_BLOOD
countabsolute 10
type blood
tex 24 32
size .3 3
color 0xA8FFFF 0xA8FFFFF
alpha 256 256 64
bounce -1
airfriction 1
liquidfriction 4
velocityjitter 64 64 64
velocitymultiplier 1
its a mod of the blood shower effect from nexuiz
check the size .3 to 3
regards
Sean
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hi
i was just playing some quake3 and really like the blood fx.
went looking through the scripts and found this in sfx.
bloodExplosion // spurt of blood at point of impact
{
cull disable
{
animmap 5 models/weaphits/blood201.tga models/weaphits/blood202.tga models/weaphits/blood203.tga models/weaphits/blood204.tga models/weaphits/blood205.tga
blendfunc blend
}
}
i there a way to implement this kind of script to have an animation work on blood?
regards
Sean
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Hello Sean,
First of all, why your posts have so many spaces between lines ?
Now back to your question:
I don�t know exactly what you want to do.
But if you want to spawn several different blood-textures when projectiles touches
an enemy (to simulate a "bloodfountain"), I guess you can do it via QC.
The main thing that animMap does, is changing a texture in a given frequence.
Normally this loop is repeated endlessly (like you see it in Moon[Drunk]�s water for example).
But in this special case the loop must only played ONCE.
So it can be done via QC inside a custom SpawnBlood () function.
Use a 'while' (count) loop, that is related to the amount of blood textures you want to use (look into my "producegibs ()" function in smc. I did something similar there to declare how man ygibs are spawned).
Use a 'crandom' calculated vector (a little like TraceAttack () does it) and spawn
the blood texture via DP_SV_POINTPARTICLES (you can define exactly which
texture in your particlefont will be used in each loop-step !)
The frequence should be quick, so start with 0.1 seconds gap and play with it.
Now you can decide if you want to remove the previous blood texture in the loop once the next one is spawned, or simply add the new one without removing the previous (this will lead to a �thicker� and darker final blood decal).
If you create your blood textures smart, this will lead to a nice effect.
Don�t use too many blood-textures in your loop, or the needed complete time will spoil the visual, because the spawn point will not move together with the enemy in that code.
Of course I might be wrong with my above assumption, I didn�t test it. But it should work.
Regarding your questions to use a shader on a particlefont texture:
This is not possible as far as I know. Shaders can only be used on regular textures on meshes or models.
Even using a shader on HUD textures is not possible in DP.
Have fun playing around with it.
Seven
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@FCZvyozdochka
*Edit: Link removed*
Edit of particles effects from SMCv3.61 I use ( it uses edited Seanstar's particlefont ) it contains similar blood decals to the ones from the screen you quoted.
1)Blood splatters in particlefont from this thread are repeated few times in the same position. I've mirrored / rotated them so not a single splatter in particle font repeat itself in the same position. This make blood decals looks more randomized.
2)Redesigned blood effects.
3)Decals that blend nicely with environment and look good when you let them stay longer ( smaller and more transparent ).
config settings I use:
config.cfg:
"cl_decals_time" "125"
"cl_particles_quality" "4"
"r_drawparticles_drawdistance" "5000"
autoexec.cfg:
set gibsduration 120
set gibsexplode 1
4)Dark grey grenade smoke.
5)Some minor changes in most effects from SMC recuired to adapt them to nexuiz particlefont. 90% effects looks very similar to SMC.
6)Some effects I don't liked are commented out, you can bring them back through uncommenting their scripts ( mainly pickups sparks and glow effects ).Last edited by _Smith_; 12-16-2011, 02:17 PM.Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
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Thank you very much, Smith, I'll try it!
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Damn, your pack is good, this is exactly what I wanted to see!
The only thing I'll do for myself is change te_explosion to Seanstar's one, which is much better for me.Last edited by FC Zvyozdochka; 12-11-2011, 01:51 AM.
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- improved underwater explosion,
- fixed explosion sparks,
- teleport effect disappears fast,Last edited by _Smith_; 12-23-2011, 02:54 AM.Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
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- Explosion that is a mix between Jorix and Seanstar ones. Less performance impact than previous one.
- Blood trails, toned down, more irregular, less continuous, but increased blood visibility before it hit the ground.
- Sparks removed from underwater gunshots.
Edit: z_V3.61f_smc_addon_particles_smith.pk3 : blood decals not blured, sharp as in 'b' release and improved trails from 'c' release. This one really *is* final.Last edited by _Smith_; 12-23-2011, 02:55 AM.Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
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Hi
ive been working on the particle flame effect, to lower the count and gains fps.
i got this flame with a count of only one, by making the particles less transparent.
here is the effect from smc effectinfo
effect particleflamesmall // this is used for particle torch flames (effect by Chip & Seanstar)
countabsolute 1 // (designed for original Nexuiz particlefont row 48 - 55 !)
type smoke
tex 48 55
size 8 9
alpha 300 300 300
originoffset 0 0 -10
originjitter 0 0 0
airfriction 6
bounce 0
velocityjitter 10 10 15
velocitymultiplier 1100.01
gravity -0.27
notunderwater
color 0xff0000 0xe3974f
lightradius 50
lightcolor .9 .4 0
lighttime 0
ive changed it to use smoke instead of static and reduced the count to 1
another gain would be to rename the other two parts of this effect as it also helps gain fps. This is not a problem if a map only has a few torches, however in maps with lots of torches you start to see performance drop off.
im attaching my effectinfo.txt
This has all the udates for smc...features my trails sparks and explosions, mostly nexuiz effects mods.
regards
Sean
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