Page 1 of 1

"Bloody and Bruised" graphic damage indicator idea

Posted: Wed Aug 04, 2004 4:48 pm
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?

Posted: Wed Aug 04, 2004 5:47 pm
by Rythmix
ya like Buster Douglas Boxing for Sega Genesis.. the more you hit, the lumpier their face got.

Posted: Wed Aug 04, 2004 5:49 pm
by TKATK
first of all it would drop fps a bit

and the effect may make some skins look strange

Posted: Wed Aug 04, 2004 7:11 pm
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.

Posted: Wed Aug 04, 2004 7:25 pm
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?

Posted: Wed Aug 04, 2004 8:00 pm
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?

Posted: Wed Aug 04, 2004 8:19 pm
by Mætlöaff
Magic.
Maybe if a model is flagged as a robot species, it could get dinged up, maybe scratches and oilstains.

Posted: Wed Aug 04, 2004 9:06 pm
by TKATK
not worth it,i like the clean look

Posted: Wed Aug 04, 2004 10:43 pm
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.

Posted: Wed Aug 04, 2004 10:47 pm
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!

Posted: Thu Aug 05, 2004 12:11 pm
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.

Posted: Thu Aug 05, 2004 7:59 pm
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)

Posted: Thu Aug 05, 2004 8:32 pm
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

Posted: Fri Aug 06, 2004 12:48 pm
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...