"Bloody and Bruised" graphic damage indicator idea

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Mætlöaff
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"Bloody and Bruised" graphic damage indicator idea

Post by Mætlöaff »

How about someone sets up overlay materials so that when someone is at n% of health, an overlay material is cast on them to make them look bloody and damaged, and as n% of damage increases, so does the damage scarring effects?
Rythmix
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Post by Rythmix »

ya like Buster Douglas Boxing for Sega Genesis.. the more you hit, the lumpier their face got.
Rythm is Gonna Get Ya!
TKATK
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Post by TKATK »

first of all it would drop fps a bit

and the effect may make some skins look strange
Shadowstar
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Post by Shadowstar »

I dont think it would hurt fps, if its just an overlay. But it would not work on all skins. After all, armor doesn't briuse, and it certainly doesn't bleed.
Mætlöaff
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Post by Mætlöaff »

Cursed demon armor does…
It could be just blood splatters, those tend to get on armors.
And if it would hurt FPS then why doesn't the burnt overlay?
TKATK
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Post by TKATK »

Mætlöaff wrote:Cursed demon armor does…
It could be just blood splatters, those tend to get on armors.
And if it would hurt FPS then why doesn't the burnt overlay?
how could a robot get blood splatters from long range combat via shocks?
Mætlöaff
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Post by Mætlöaff »

Magic.
Maybe if a model is flagged as a robot species, it could get dinged up, maybe scratches and oilstains.
TKATK
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Post by TKATK »

not worth it,i like the clean look
chaoskirina
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Post by chaoskirina »

Shadowstar wrote:I dont think it would hurt fps, if its just an overlay. But it would not work on all skins. After all, armor doesn't briuse, and it certainly doesn't bleed.
it would be like the shots go right through the armor.
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chaoskirina
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Post by chaoskirina »

Mætlöaff wrote:Magic.
Maybe if a model is flagged as a robot species, it could get dinged up, maybe scratches and oilstains.
you could use the species statistics race detection code. hell, mr. evil made aeriel view and it senses what race each character is. gives them wings.I believe I can fly! I believe I can touch the sky!
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jb
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Post by jb »

Still we could get an idea of the player model and then maybe base it off that. SOF2 and other games I played had this for the skin damage..kind of cool.
Jb
Gundato
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Post by Gundato »

i would personally prefer a return of the bloody weapons.

the UT version's bastard sword was always great when it got covered in blood (of course, I usually died. so it was not covered very often :p)
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TKATK
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Post by TKATK »

Gundato wrote:i would personally prefer a return of the bloody weapons.

the UT version's bastard sword was always great when it got covered in blood (of course, I usually died. so it was not covered very often :p)
i would like to see that too,return of the bloody weps
jb
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Post by jb »

In the older version (CUT for UT99) we used new skins for the weapons. And had a skin for each version of "bloodyness". Adding a new skin for each weapon adds a lot of overhead to the mode as textures are big in file size. So maybe we could add a overlay to the weapon. Kind of like what the damage amp does. Have to play with it but its something that we have talked about doing before...
Jb
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