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?
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 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?
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.
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!
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.
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...