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Thread: BM Mod

  1. #61
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    Awesome work mate, That looks really cool.... If you do a google image search for blood you have lots of textures and colours to choose from....

    Looking forward to testing when its done......
    Last edited by GeneralJ927; 10-07-2012 at 10:06. Reason: Quoting previous post

  2. #62
    Member Level 5 Gepanzert Faust's Avatar
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    Quote Originally Posted by Mopar View Post
    Awesome work mate, That looks really cool.... If you do a google image search for blood you have lots of textures and colours to choose from....

    Looking forward to testing when its done......
    Already found some decent blood textures to work with thanks to Skyrim lol

  3. #63
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    Quote Originally Posted by CTS View Post
    Disregard the human.inc and dummy.inc, i was mistaken about they way the new decals were implemented. They should not be necessary.

    While i was checking your decals, i discovered a major bug in BM mod As it turns out, most of the %chance balance was not active...

    An update is coming soon, together with muzzle flash updates for all small arms. Now with a separate, small muzzle flash for pistol ( used to be SMG flash). Fixed empty shells not showing on handhold weapons.

    Will make a better video, as the one I made was of very bad quality
    How is the update going CTS........?????

    Fixed empty shells not showing on handhold weapons. --- Sounds really cool......

  4. #64
    Member Level 16 Heer_sturmfuhrer's Avatar
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    CTS in your next release, is it possible to do away with those 'unrealistically' large blood splatter decals and use more of a 'blood cloud' effect, like a spray can effect, maybe instead of having the blood produced as a texture, you could code it so when you shoot someone, a small cloud of smoke 'puffs' out, which is coloured red for blood?

    I would very much like this for Totaler Krieg mod.

    Sturm.

  5. #65
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    The main issue with blood-on-hit sprites, is their visibility from different distance...

    If i make sprites bigger - it will look ridiculous when you zoom in, and if i make them small - blood becomes mostly invisible when you are 100% zoomed out

    I have to compromise here: BM Mod has visible ground decals on hit ( unlike the original game, with ground blood only appearing on death ), but very small impact sprites for "eye candy", when you zoom all the way in, and watch from "FPS" angle. Many hours of testing went into shaping it to current state, and it was a hard choice to make impact sprites invisible most of the time, because of their size...

    Here is a small preview of how it looks right now:

    watch in fulls-screen HD for optimal quality

    I would like to do more tests before uploading a new version, but you are welcome to try what i currently have:

    https://www.box.com/s/e3f7338143344fbbd243


    I will consider making impact sprites bigger, or possibly make it as a separate add-on.

  6. #66
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    Hi CTS,

    I'm testing your test version and i have to say,Very Niiiiice indeed.......

    One question though, If i wanted to use bmmod test version without the gore and just the blood effects, can i remove the entity/particle folder or will it cause issues ????

    The reason for this is that in some missions i port to MOW:AS ammo is scarce and having bodies dismembered removes the ability of the player to scavenge ammo from the fallen and i would really like to test bmmod without the BM & dismemberment part..

    Regards,

    Mopar

    EDIT: I just watched your video of the new version in action.... Simply brilliant....

    What game speed setting was this recorded in ?, I am guessing 3 ???

    A blood mod i really liked in Arma / Arma 2 had exit squirts also, if you shot an enemy soldier in front of a wall or object the exit blood spray would appear on the wall or object behind him.. However the Arma series of games has one of the best ballistics physics modelling engines and MOW:AS may not be capable of this complexity.... ( i just thought it was worth mentioning / suggesting the exit squirt )
    Last edited by Mopar; 16-07-2012 at 07:13.

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