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zooloo75

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Everything posted by zooloo75

  1. zooloo75

    BloodLust (Version 2022.04.13)

    Some renders of a meat chunk I'm working on:
  2. zooloo75

    BloodLust (Version 2022.04.13)

    Currently working on v1.6. I need help with a lighting issue for my custom model. Check this thread if you can help: https://forums.bistudio.com/topic/190430-my-custom-model-is-not-receiving-shadows-bright-indoors/
  3. zooloo75

    Audio Tweaking (dev branch)

    Just wanted to drop into this topic to congratulate BIS on the huge overall improvement of the sound throughout development (along with many other parts of the engine).
  4. zooloo75

    BloodLust (Version 2022.04.13)

    This was something I was planning to experiment with once I learned a bit more on modeling and getting the models into ArmA.
  5. zooloo75

    BloodLust (Version 2022.04.13)

    Currently going through "GameDev Byrne's" YouTube tutorial series which covers using Blender and getting models setup in ArmA3. https://www.youtube.com/playlist?list=PLqRU_EL4pwOHOJ6L2P5XlpfmNoWqulZqf
  6. zooloo75

    BloodLust (Version 2022.04.13)

    For now you can tweak the vaporization threshold -- raising the value should help (20000 is the default value): profileNamespace setVariable ["VaporizationDamageThreshold", 20000];
  7. zooloo75

    BloodLust (Version 2022.04.13)

    Yep yep! Was planning on creating chunks of meat, flesh, bits of bone, and perhaps burned cloth to scatter around from an explosion. I personally didn't like the piece of charcoal that spawned in SLX (no offense).
  8. zooloo75

    BloodLust (Version 2022.04.13)

    Just recorded a video of v1.5, showing off the new bleeding feature.
  9. zooloo75

    BloodLust (Version 2022.04.13)

    Would most likely be frowned upon for stealing assets.
  10. zooloo75

    BloodLust (Version 2022.04.13)

    Yes, this is a limitation of using the UserTexture object for the splatter decals. I don't have experience importing or modifying models for ArmA3. Will need to find a tutorial on this. Also for gibbing, I can try to make my own 3D models in Blender -- just have to learn how to get it into ArmA. Maybe someone else with expertise in this area can point me in the right direction. EDIT: Perhaps this will be of use -- http://friedenhq.org/?page_id=236
  11. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-24-2016] v1.5: Added bleeding (units will drip blood). Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.5.zip Requires CBA! Configurables: MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters_v1.5", 500]; MaxBleedSplatters = profileNamespace getVariable ["MaxBleedSplatters_v1.5", 1500]; BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations_v1.5", 3]; VaporizedBloodSplatterIterations = profileNamespace getVariable ["VaporizedBloodSplatterIterations_v1.5", 6]; VaporizedBloodSplatterJitterAmount = profileNamespace getVariable ["VaporizedBloodSplatterJitterAmount_v1.5", 10]; VaporizationDamageThreshold = profileNamespace getVariable ["VaporizationDamageThreshold_v1.5", 15000]; IsVaporizationEnabled = profileNamespace getVariable ["IsVaporizationEnabled_v1.5", true]; IsVaporizationEnabledOnPlayer = profileNamespace getVariable ["IsVaporizationEnabledOnPlayer_v1.5", false]; MaxHitSelectionsPerEvent = profileNamespace getVariable ["MaxHitSelectionsPerEvent_v1.5", 3]; MaxBloodSplattersPerEvent = profileNamespace getVariable ["MaxBloodSplattersPerEvent_v1.5", 10]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance_v1.5", 1.5]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance_v1.5", 4]; BloodSplatterJitterAmount = profileNamespace getVariable ["BloodSplatterJitterAmount_v1.5", 0.25]; BloodLustActivationDistance = profileNamespace getVariable ["BloodLustActivationDistance_v1.5", 2000]; IsBleedingEnabled = profileNamespace getVariable ["IsBleedingEnabled_v1.5", true]; BleedDuration = profileNamespace getVariable ["BleedDuration_v1.5", 15]; BleedFrequency = profileNamespace getVariable ["BleedFrequency_v1.5", 0.05]; BleedFrequencyVariance = profileNamespace getVariable ["BleedFrequencyVariance_v1.5", 0.5]; BloodSplatterIntersectionBlackList = profileNamespace getVariable ["BloodSplatterIntersectionBlackList_v1.5", [ "UserTexture1m_F", "WeaponHolderSimulated", "WeaponHolder", "Thing", "Man", "AllVehicles", "Default" ]];
  12. zooloo75

    BloodLust (Version 2022.04.13)

    Good point -- just need a moderator to move this. I wouldn't say the mod is complete though.
  13. zooloo75

    BloodLust (Version 2022.04.13)

    Thanks for the info. I was planning on doing something similar with gibbing for the vaporization effect.
  14. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-24-2016] v1.41: Changed vaporization implementation to make unit invisible instead of deleting them (to prevent issues with missions and various scripts). Added configurables to toggle vaporization. Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.41.zip Requires CBA! Configurables (version number is now appended to configurables): MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters_v1.41", 500]; BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations_v1.41", 3]; VaporizedBloodSplatterIterations = profileNamespace getVariable ["VaporizedBloodSplatterIterations_v1.41", 6]; VaporizedBloodSplatterJitterAmount = profileNamespace getVariable ["VaporizedBloodSplatterJitterAmount_v1.41", 10]; VaporizationDamageThreshold = profileNamespace getVariable ["VaporizationDamageThreshold_v1.41", 15000]; IsVaporizationEnabled = profileNamespace getVariable ["IsVaporizationEnabled_v1.41", true]; IsVaporizationEnabledOnPlayer = profileNamespace getVariable ["IsVaporizationEnabledOnPlayer_v1.41", false]; MaxHitSelectionsPerEvent = profileNamespace getVariable ["MaxHitSelectionsPerEvent_v1.41", 3]; MaxBloodSplattersPerEvent = profileNamespace getVariable ["MaxBloodSplattersPerEvent_v1.41", 10]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance_v1.41", 1.5]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance_v1.41", 4]; BloodSplatterJitterAmount = profileNamespace getVariable ["BloodSplatterJitterAmount_v1.41", 0.25]; BloodLustActivationDistance = profileNamespace getVariable ["BloodLustActivationDistance_v1.41", 2000]; BloodSplatterIntersectionBlackList = profileNamespace getVariable ["BloodSplatterIntersectionBlackList_v1.41", [ "UserTexture1m_F", "WeaponHolderSimulated", "WeaponHolder", "Thing", "Man", "AllVehicles", "Default" ]];
  15. zooloo75

    BloodLust (Version 2022.04.13)

    The vaporization is mostly in place for performance reasons. Explosives cause large framerate drops. Deleting the unit prevents further hit part events from firing. I will add a configurable to toggle this in the next update. I do plan on expanding upon vaporization with gibs and other gore elements. It does delete the unit. Now that you mention it, I could add a bool to the unit to disable further processing, and then just make the unit invisible. EDIT: Just made the above changes. Expect v1.41 in a bit.
  16. zooloo75

    My Pixel Art

    Sometimes I make pixel art. I'll start posting them on this thread as I continue to make them. "Among The Clouds" (4-21-2016) "An Untold Story" (1-28-2016) "Farmland" (11-9-2015)
  17. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-24-2016] v1.4: Added jitter to blood splatter placement, causing them to look more messy. Randomized amount of blood splatters emitted per hit (still limited to BloodSplatterIterations). Added more configurables. Updated surface intersection blacklist, allowing objects baked into a map to receive splatters. Explosives will "vaporize" a unit (such as an explosive charge) -- Will be expanded upon in the future. Optimized parts of code, resulting in improved performance. Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.4.zip Requires CBA! Current Configurables (See post on how to tweak values: https://forums.bistudio.com/topic/189963-wip-blood-lust-4-24-2016-v14/?p=3013612) MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters", 500]; BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations", 3]; VaporizedBloodSplatterIterations = profileNamespace getVariable ["VaporizedBloodSplatterIterations", 6]; VaporizedBloodSplatterJitterAmount = profileNamespace getVariable ["VaporizedBloodSplatterJitterAmount", 10]; VaporizationDamageThreshold = profileNamespace getVariable ["VaporizationDamageThreshold", 20000]; MaxHitSelectionsPerEvent = profileNamespace getVariable ["MaxHitSelectionsPerEvent", 3]; MaxBloodSplattersPerEvent = profileNamespace getVariable ["MaxBloodSplattersPerEvent", 10]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance", 1.5]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance", 4]; BloodSplatterJitterAmount = profileNamespace getVariable ["BloodSplatterJitterAmount", 0.25]; BloodLustActivationDistance = profileNamespace getVariable ["BloodLustActivationDistance", 100]; BloodSplatterIntersectionBlackList = profileNamespace getVariable ["BloodSplatterIntersectionBlackList", [ "UserTexture1m_F", "WeaponHolderSimulated", "WeaponHolder", "Thing", "Man", "AllVehicles", "Default" ]];
  18. zooloo75

    BloodLust (Version 2022.04.13)

    This does not work correctly in multiplayer (at least for now). The performance drop is due to how many HitPart selections are passed to BloodLust. Splash damage, such as from miniguns and explosives sends out hundreds, and even thousands of selections depending on the number of units it affects. When a unit is hit by the typical bullet, it only fires off one selection, but when an explosion goes off, that unit can fire off around a hundred or so just on its own due to indirect hits (splash). For now, you can try to tweak the values yourself to find a sweet spot in performance vs quality, or avoid / accept huge splash damage situations. If you want to tweak the values, I have allowed for them to be configurable via profileNamespace. Below is the code which states the limits: BloodSplatterIterations = profileNamespace getVariable ["BloodSplatterIterations", 3]; BloodSplatterGroundMaxDistance = profileNamespace getVariable ["BloodSplatterGroundMaxDistance", 2]; BloodSplatterIntersectionMaxDistance = profileNamespace getVariable ["BloodSplatterIntersectionMaxDistance", 5]; MaxBloodSplatters = profileNamespace getVariable ["MaxBloodSplatters", 500]; MaxHitPartsPerEvent = profileNamespace getVariable ["MaxHitPartsPerEvent", 10]; MaxIndirectHitsPerEvent = profileNamespace getVariable ["MaxIndirectHitsPerEvent", 10]; To set new values, just run the following code in a script (you can execute this in the debug console ingame) -- and of course, change the numbers: profileNamespace setVariable ["BloodSplatterIterations", 3]; profileNamespace setVariable ["BloodSplatterGroundMaxDistance", 2]; profileNamespace setVariable ["BloodSplatterIntersectionMaxDistance", 5]; profileNamespace setVariable ["MaxBloodSplatters", 500]; profileNamespace setVariable ["MaxHitPartsPerEvent", 10]; profileNamespace setVariable ["MaxIndirectHitsPerEvent", 10]; Hopefully this helps. Don't be shy to share your own value tweaks if you do happen to find a good compromise on performance vs quality. I will have a configuration mission available in the future to make this easier to accomplish, allowing for realtime configuration and testing of the values with a benchmark. Just for the record, I am still working on optimizing my algorithms.
  19. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-23-2016] v1.31: Increased blood splatter iterations (more blood emitted). Added code to allow for configuration (still WIP; will include a mission in the future to configure values -- crafty people can figure out how to change the settings though). Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.31.zip Requires CBA!
  20. zooloo75

    BloodLust (Version 2022.04.13)

    ---UPDATE--- Blood Lust [4-22-2016] v1.3: Splatters will now be removed if they are no longer at a valid position (such as a building that was just destroyed) -- reduces floating splatters. Added limit to amount of hits which occur per unit per HitPart event (should improve performance on large explosions or splash damage). Download now available: http://files.bitdungeon.org/arma/@bloodlust_v1.3.zip Requires CBA!
  21. zooloo75

    BloodLust (Version 2022.04.13)

    As far as adding screams goes and other ideas, the focus of this addon is to add blood splatters. As much as I'd like to add extra features like that, some people may not like certain additions or may have downloaded my addon just for the blood splatter effect. Those may become separate addons in the future, or another person in the community can create it (or already has). I believe I've added momentum towards providing better gore for ArmA, and wouldn't mind allowing others to form a gore compilation mod which includes Blood Lust. -Thanks
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