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hi
i love the blood effect, its great...im adding it to my effectinfo.
thanks Smith
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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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@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.
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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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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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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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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
,
, 
,
, 
,
,
Last edited by Seven; 12-07-2011, 11:18 AM.
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What a nice blood! Just wanted to download it but file is missed. Could you reupload it once again, passerby?Originally posted by passerby View Posteffectinfo.txt
I realized that previous attempts were too half-assed to bother people with them. Still WIP but I am at least satisfied with blood now. Decals are meant to stay long with high "cl_decals_time" value, this is why they are smaller and alpha blended to not obfuscate level textures too much.
Blood splatters often appear on walls and ceiling when you gib something with explosives, quad ssg, or shot something next to wall.
There are also WIP explosion, grenade and rocket trails, and small touches to other effects, SMC 3.1 was a starting point.
Single SSG shot blood splatter:

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Hi
ive been working on a snowy sparks effect and its not bad.
this is what i have so far...maybe someone can help me improve it.
i based mine on the fast sparks of a nexuiz weapon.
heres a couple screens to show the effect.


ive already added it to my te_explosion, and it looks nice.
heres my te_gunshot from effectinfo.txt
///decal
effect TE_GUNSHOT
countabsolute 1
type decal
tex 56 59
size 4 4
alpha 256 256 0
originjitter 10 10 10
///smoke
effect TE_GUNSHOT
countabsolute 1
type smoke
tex 0 8
color 0xFFFFFF 0xFFFFFF
size 4 4
alpha 64 64 32
sizeincrease 2
///sparks
effect TE_GUNSHOT
notunderwater
countabsolute 4
type spark
tex 40 40
color 0xFDFFD9 0xFDFFD9
size 0.6 0.6
alpha 256 256 768
gravity 1
bounce 1
airfriction 5
originjitter 1 1 1
velocityjitter 400 400 400
velocitymultiplier 0.1
///this is the snow that can also be applied to other effects
effect TE_GUNSHOT
countabsolute 1
type snow
color 0x8f4333 0xfced00
size .8 .5
alpha 150 150 256
originoffset 0 0 5
originjitter 9 9 9
airfriction 2
bounce 0
velocityjitter 120 120 120
velocitymultiplier 1
gravity -0.3
notunderwater
this might work on blood effects also...im goin to try it.
regards
Sean
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I like your blood effect passerby. If I had more knowledge I'd patch together all of the effects I like into my own effectinfo, but I'm not that good yet as is evident by my last request to Sean. He'll get tired of me real soon I'm afraid
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effectinfo.txt
I realized that previous attempts were too half-assed to bother people with them. Still WIP but I am at least satisfied with blood now. Decals are meant to stay long with high "cl_decals_time" value, this is why they are smaller and alpha blended to not obfuscate level textures too much.
Blood splatters often appear on walls and ceiling when you gib something with explosives, quad ssg, or shot something next to wall.
There are also WIP explosion, grenade and rocket trails, and small touches to other effects, SMC 3.1 was a starting point.
Single SSG shot blood splatter:
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Sean,
I've tried to replace the Hellknight distance attack effects in your effect info to go back to Seven's original, but keep missing something. Could I ask you to change that for me please? I'd be very obliged to you.
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