Blood and Gib oh my
by Mark Williamson · in General Discussion · 09/06/2005 (10:48 pm) · 4 replies
Some effects that Im trying to conceptualize with Torque and how it would be done:
Paintball - random splatter design, but persists. When you shoot a wall with any kind of weapon in Torque based demos or games, the damage fades. But more specifically, Im considering how a paintball splatter would be achieved on:
terrain
objects
players
Heck it would even be cool if you shot someone in the face that their vision was blurred the color of the paint :) Also, think about Graffiti on buildings in the game.
Blood. Similar effect as paintball, say you're standing by a wall and get shot. There should be splatter on the wall.
Gib ala UT gib.
You know the gib right? Step on a mine, you are gib! Get blown into pieces.
Funny, Duke Nukem, way back when, had gib. Had a cool weapon, called a laser something or other. you put one part of it on one wall, the other on the opposing wall, anything walk through it gets sliced.
What approach would I take with these in Torque? Im not asking for nitty gritty details, just high level ideas.
Btw that video of that game made with nebula was just too cool. The players movements seemed so fluid. But I'll save that for another post.
Paintball - random splatter design, but persists. When you shoot a wall with any kind of weapon in Torque based demos or games, the damage fades. But more specifically, Im considering how a paintball splatter would be achieved on:
terrain
objects
players
Heck it would even be cool if you shot someone in the face that their vision was blurred the color of the paint :) Also, think about Graffiti on buildings in the game.
Blood. Similar effect as paintball, say you're standing by a wall and get shot. There should be splatter on the wall.
Gib ala UT gib.
You know the gib right? Step on a mine, you are gib! Get blown into pieces.
Funny, Duke Nukem, way back when, had gib. Had a cool weapon, called a laser something or other. you put one part of it on one wall, the other on the opposing wall, anything walk through it gets sliced.
What approach would I take with these in Torque? Im not asking for nitty gritty details, just high level ideas.
Btw that video of that game made with nebula was just too cool. The players movements seemed so fluid. But I'll save that for another post.
About the author
#2
..from player data
// Foot Prints
decalData = PlayerFootprint;
decalOffset = 0.25;
There is also some stuff in prefs like decal timeout and max number of decals to play with.
You will need to look it up, maybe some C++ changes needed for what you want?
09/12/2005 (1:07 am)
For the marks /paint on walls you use whats called a Decal, I have not tested them in TGE but i know the foot print Decals work, maybe weapon decals work too?..from player data
// Foot Prints
decalData = PlayerFootprint;
decalOffset = 0.25;
There is also some stuff in prefs like decal timeout and max number of decals to play with.
You will need to look it up, maybe some C++ changes needed for what you want?
#3
09/12/2005 (5:27 am)
Hadnt thought of that... I guess that using the tiimer to automatically remove them (fade) is how they make the footprints dissappear after a while.
#4
I like it how in HalfLife the blood splat decals last forever:) It can get cause lag if you leave too many though.
09/12/2005 (6:06 am)
Yeah, same with the chaingun bullet holes in Tribes2.I like it how in HalfLife the blood splat decals last forever:) It can get cause lag if you leave too many though.
Mark Williamson