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zooloo75

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Everything posted by zooloo75

  1. zooloo75

    BloodLust (Version 2022.04.13)

    Thanks for the input! Blood trails are already implemented, and I believe BadBenson mentioned that he is working on a head wound addon. He may release it standalone or have it included in my addon. We'll see how that goes. I am currently working on gibbing from explosions (will be a little more elaborate than the charcoal from SLX :P) Also, here's an upcoming feature for v1.7 of BloodLust -- bloody meat chunks :)
  2. zooloo75

    BloodLust (Version 2022.04.13)

    Highlights of v1.7: Blood splatters no longer glow in the dark. Meat chunks only spawn from ammo with a certain amount of damage. Body parts and other gibs spawn on vaporization. More optimizations. Will take a few days to get the gibs and optimizations completed.
  3. zooloo75

    BloodLust (Version 2022.04.13)

    Working on vaporization gibs. Here's a lower leg.
  4. zooloo75

    BloodLust (Version 2022.04.13)

    I was wondering when someone was going to post the bunny gore. PETA is going to have my ass on a flame for this, lol. To this day, I wonder why animals inherit from "Man."
  5. zooloo75

    BloodLust (Version 2022.04.13)

    Looks like you're on an old version of BloodLust. v1.6 now has its own dedicated blood splatter object instead of relying on the UserTexture. Kudos for getting the cleanup to work on your end though!
  6. zooloo75

    BloodLust (Version 2022.04.13)

    Yea. Just requires that you have CBA_A3. Simple enough :P On a side note, I tweaked the RVMAT for the blood splatter and believe I may have fixed the lighting on the splatters when in shadows. They no longer look fully illuminated indoors. Hopefully it's not just my eyes playing tricks on me though. Still testing it out.
  7. zooloo75

    BloodLust (Version 2022.04.13)

    I'll write you a cleanup script when I get home. Really simple though, just deleteVehicle on each item in Gibs, BloodSplatters, and BleedSplatters.If you just want to remove gore for a specific unit, that's not possible, as the gore has no data relating it to the unit. You could remove all splatters around the unit though through various means.
  8. Hi, I am working on my BloodLust mod. I am new to modeling for ArmA. I have created a plane (flat surface) in Blender, and exported to a .p3d. The plane does not appear to receive shadows, or appears to be lit by the sun regardless if exposed to it or not. I am using "a3\data_f\default_alpha.rvmat" for my plane's material. The plane acts as a billboard, receiving a custom texture via script (setObjectTexture). The images are .paa with an alpha channel. Plane in shadow (looks incorrect): http://i.imgur.com/hQv4jrx.jpg Plane exposed to light (looks fine): http://i.imgur.com/nG4vJVx.jpg Plane on wall in shadow (altered normal): http://i.imgur.com/DHk1qSF.jpg Plane on wall exposed to light (altered normal): http://i.imgur.com/1jhXp9T.jpg Object Builder view: http://i.imgur.com/yRQU6Xk.png Thanks in advance.
  9. zooloo75

    BloodLust (Version 2022.04.13)

    Agreed. Also for head shots, given that this can all be done through faces, I can also create multiple variants of head (or lack of head) models depending on the position the projectile entered the head.
  10. zooloo75

    BloodLust (Version 2022.04.13)

    I actually did experiment with entry wounds. I think it's possible, though a bit tricky. I need to create an entry wound model (think Max Payne 3). I can get the position that a projectile hit a person, but the issue is keeping the wound model attached to that position in relation to the person, taking into account the person's transforms. I experimented with the attachTo command but did not get satisfactory results. Upon getting hit, I calculated the relative position of the hit position to the selection on the model that was hit, then attached the wound to the model's selection with the relative offset position. The wound was floating around the actual hitpoint and looked bad. FLIR integration may be the next thing I implement. It looks like it's done through the rvmat.
  11. zooloo75

    BloodLust (Version 2022.04.13)

    Feel free to make any modifications to BloodLust. You can even release your modification as long as it follows the GNU GPL license I've packaged the mod with. I'm all for a better gorey experience and won't hold anyone back from making things better.
  12. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [5-1-2016] v1.6: Added meat chunks and brain matter when a unit is hit (work-in-progress). Added blood drip sounds on bleeding. Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.6.zip Requires CBA!
  13. My RVMAT still appears bright indoors/in shadows class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,0}; specular[] = {0,0,0,0}; specularPower = 0; PixelShaderID = "Normal"; VertexShaderID = "Basic"; renderFlags[] = {"NoZWrite"};
  14. I'll try making my own .rvmat based off of the one I'm using right now without the emission value.
  15. zooloo75

    BloodLust (Version 2022.04.13)

    Still deciding on how to integrate gibs with BloodLust. I could do tiny gibs like bone fragments, tiny pieces of flesh, upon getting shot. I can also have larger gibs for explosions. Same with the blood splatter texture sets, I can have gib-object sets per body part. So if someone is shot in the head, brain gibs would be spawned.
  16. zooloo75

    BloodLust (Version 2022.04.13)

    Good news, got the meat chunk to have physics!
  17. zooloo75

    BloodLust (Version 2022.04.13)

    This is what I have, but the meat chunk doesn't fall or anything. It's just frozen wherever I spawn it. class CfgVehicles { class All {}; class Static : All {}; class Building : Static {}; class NonStrategic : Building {}; class Thing : All {}; class ThingX : Thing {}; class BloodSplatter_Plane : NonStrategic { scope = 1; model = "\BloodSplatter\Models\Plane\BloodSplatter_Plane.p3d"; displayName = "Blood Splatter"; faction = "empty"; vehicleClass = "Misc"; hiddenSelections[] = { "BloodSplatter_Plane" }; }; class BloodSplatter_MeatChunk_1 : ThingX { scope = 1; model = "\BloodSplatter\Models\MeatChunk_1\BloodSplatter_MeatChunk_1.p3d"; displayName = "Meat Chunk 1"; faction = "empty"; vehicleClass = "Misc"; }; };
  18. Here's "a3/data_f/default_alpha.rvmat" class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0,0,0,0}; specularPower = 10; PixelShaderID = "Normal"; VertexShaderID = "Basic"; renderFlags[] = {"NoZWrite"};
  19. I'll try out the above solutions y'all have provided and report back on it. Thanks.
  20. zooloo75

    BloodLust (Version 2022.04.13)

    Indeed. I am planning to use these chunks and other gibs for explosives. I just need to figure out how to make these objects have physics. Hopefully someone can help provide a link to a tutorial on configuring a model for PhysX or something.
  21. zooloo75

    BloodLust (Version 2022.04.13)

    Playing around with the meat chunk (WIP):
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