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Everything posted by zooloo75
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What 5 College Class Should I Take for Object & Terrain Builder
zooloo75 replied to masonddg87's topic in ARMA 3 - BI TOOLS - GENERAL
Like to waste money, eh? -
ARMA 3 Addon Request Thread
zooloo75 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
In regards to melee, it would be possible to pull off something similar to Chivalry: Medieval Warfare. Could use the lineIntersects commands to trace the path of a melee weapon at a fixed timestep and see if the weapon's path intersects a unit. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nah, just an unemployed college student. Did have a full-stack software development job last year though. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dang, you hurt my feelings :( I spent a good couple of minutes on those gibs! LOL, just kidding, there's a ton of room for improvement for the gib models. BTW, what a creepy fuckin' picture, lol.. I'm no 3D modeler, so if someone with some talent would like to contribute to this aspect of BloodLust, be my guest! :) Not feasible with the engine. The only thing that I can do is the vaporization effect (all or nothing). -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pools of blood are planned. Will experiment with the steam idea, thanks for the suggestions. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Boom UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.2.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Version 2.2: Modified the "Man" class to emit blood regardless if blood is disabled in the Game Settings (this is for those who want to keep blood mists but remove the pizza sauce blood pools from the base game). Improved performance on explosive handling -- now handled by dedicated Explosion event handler (also resulting in better damage accuracy). Blood splatters from vaporization now utilize new blood splatter system, resulting in blood on walls, and ceilings. Bleeding wounds will now smear across surfaces (such as when a unit is shot against a wall and slumps over). Improved blood splatter monitoring (removes blood splatters that are at invalid positions). Added speed threshold for blood to emit from gibs, preventing bleed spam. Added texture preloading to cache blood textures for quicker loading. Replaced the two ugly oval blood splatters with more natural shapes. Added arterial blood spray (blood will spray out during bleeding). Added blood mist to vaporization effect (courtesy of BadBenson). Increased variety of vaporization blood splatter textures. Vaporization is now enabled on the player by default. Overhauled blood splatter system (complete rewrite). Explosion force now determines vaporized gib speed. Enhanced vaporization gib selection algorithm. Added heat wave effect to vaporized objects. Fixed timing issues with splatter spawning. Increased default bleed duration. Made blood slightly transparent. Added hand and arm gibs. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Added arterial bleeding. Blood will spray out of wounds for a duration during bleeding. Also added in texture preloading to improve texture load times for blood sprays (should reduce the semi-transparent, red, rectangular texture effect). -
Need scripting help (SQL Related) Permanent placeables
zooloo75 replied to ged100's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Store the building's classname, position, vectordir, and vectorup. Upon loading the mission, query the building info and use that data to spawn the building. You say you need SQL help. Do you already have the schema designed to store this data? -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll slip something in for you in v2.2 ;) -
Just checking in to say good work! Looking forward to playing this in the future :) Also can't believe how much whining I've read throughout the topic. Let the guys make what they want. It's their time, their freedom.
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BUG wih shadows on Alpha Channel textures
zooloo75 replied to arremba san zorzo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks NodUnit, I'll give this a shot in the morning! -
BUG wih shadows on Alpha Channel textures
zooloo75 replied to arremba san zorzo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not to bump a year old thread, but I too am having this issue with my own models. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good news, re-added blood smearing on surfaces! Got it to a point where it looks good. Shooting units that are against a wall and watching them slump over, leaving a smear of blood on the wall behind as they make their descent to the ground is quite satisfying. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In v2.2, disable Blood in the "Game Options" menu. I've modified the "Man" class to use the blood impact effects, regardless if the blood is disabled. This removes the pizza sauce blood pools whilst retaining the blood mists. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just put together a little official webpage for BloodLust. It currently includes downloads to every version of BloodLust with the complete changelog. http://bitdungeon.org/arma/bloodlust/ -
Dark Forum Theme ( if white hurts your eyes )
zooloo75 replied to D3F3CT3D's topic in BOHEMIA INTERACTIVE - GENERAL
You have just saved my night-time experience on the BI Forums :) On the custom light theme, the navbar is not centered. Modify the following rule: #branding, #header_bar, #primary_nav { max-width: 80% !important; } to #branding, #header_bar, #primary_nav { max-width: 80% !important; margin: auto; } and if you want to just fancy it up a bit #branding, #header_bar, #primary_nav { max-width: 80% !important; margin: auto; border-radius: 0 0 5px 5px; } -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sure does!All the gore definitely paints a picture of what happened. In vanilla ArmA, you see a guy slumped over with some pizza sauce underneath him. With BloodLust you see a guy with blood dripping from his wounds, blood splattered against the wall behind him, a trail of blood smeared along the ground where he was crawling to his final resting place, and chunks of flesh nearby of his unlucky comrade. Looking back on the first few pages of this thread really puts a smile on my face. Seeing how far this mod has come since its initial development, how all of the features I proposed are now implemented, and the community's involvement and support, really is outstanding. I'm damn proud of this. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
[2:39AM] Gonna call it a night. I've been coding like a mad man today! Here's the current changelog for v2.2 (WIP): Improved performance on explosive handling -- now handled by dedicated Explosion event handler (also resulting in better damage accuracy). Enhanced vaporization gib selection algorithm. Added hand and arm gibs. Made blood slightly transparent. Added blood mist to vaporization effect (courtesy of BadBenson). Added heat wave effect to vaporized objects. Replaced the two ugly oval blood splatters with more natural shapes. Overhauled blood splatter system (complete rewrite). Blood splatters from vaporization now utilize new blood splatter system, resulting in blood on walls, and ceilings. Improved blood splatter monitoring (removes blood splatters that are at invalid positions). Units that are prone while bleeding, will smear blood instead of emitting blood drops. Added speed threshold for blood to emit from gibs, preventing bleed spam. Increased variety of vaporization blood splatter textures. Vaporization is now enabled on the player by default. Fixed timing issues with splatter spawning. Increased default bleed duration. Explosion force now determines vaporized gib speed. [Click image for full size] -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Decided not to keep this feature, but instead repurpose it for smearing when a unit is prone and bleeding. Looks much more natural than blood drops emitting when a unit is crawling away from the carnage. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
lol. In this experiment I had the smear spawn at a constant rate. Smearing will be integrated within the bleeding effect, so if a unit is rubbing a wounded body part against a surface, such as a wall, it will instead smear blood against the surface instead of dripping blood on to the ground. Bleeding rate on smears will vary. -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I tossed a high explosive grenade at some dude. I think it completely annihilated 2 people.I lowered the vaporization damage threshold for demonstration purposes :) -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Rewrote the blood splatter system. http://steamcommunity.com/sharedfiles/filedetails/?id=689058827 Funny enough, the blood splatter spawning code has been mostly untouched since initial development until now. Blood splatters from vaporization now benefit from it -- as you can see in the screenshot (yes that's blood on the ceiling). -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shotguns do some black magic for the spread effect of the buckshot ammo. Test it out with slug ammo and it should work just fine. Off-topic note, really loving the Atom text editor, I've been using it throughout the entire development of BloodLust -- I'd recommend trying it out: https://atom.io/. http://i.imgur.com/52vnYGW.jpg -
BloodLust (Version 2022.04.13)
zooloo75 replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The collision (GEOM?, FIRE?) LODs are likely within or smaller than the resolution LOD, meaning that the splatters may be inside the walls. This is an issue with the models. If it's possible to do a line intersection with the resolution LOD, it'd be more accurate.