Shadowflamez@Posted: Tue Jan 05, 2010 3:10 pm :
Hi there. :) I wanna ask you how can I use this tgas from the game that make the blood effect.For an example the player model have his own diffuse tga, specular tga, bump tga ... and one more that is called "name_damage_d".This tga whit damage_d at the end is modified tga from the original diffuse tga that have some blood over the normal picture.I need this because I want to apply it to the hover tank model.He have his own images but they don't work.I mena the tank is still use his normal diffuse map even If he is below 50 health or below 20.I think where you hit the current model there must be the change between the diffuse tga and the damage_d tga.I had more problems whit the surface of the tank but I fix almost everything.This is the last problem.

Here is some addition info:

This is called medic_d.tga

Image

This is called medic_wonded_d.tga - You can see the blood effect.

Image

Thank you. :)



gavavva@Posted: Tue Jan 05, 2010 5:23 pm :
Erm, seems a bit pointless to me. Those _pain textures are used for dead marine bodies you see already dead in the level. Theres no point having "pain skins" ala Quake 2 because decals are placed on the mesh at the impact point to simulate blood/gore.

In other words, seems a bit of an old way to do things when there are much easier, faster and better ways to do it.



Shadowflamez@Posted: Tue Jan 05, 2010 9:09 pm :
Ok. How Can I place decals on the tank surface then?I have skills whit c++ ... have the SDK ... Just don't know where to look



The Happy Friar@Posted: Wed Jan 06, 2010 4:55 am :
they're normally applied during impacts, but you're wanting a tank that looks already damaged when you hop in? If so then making a new skin & using that one would be the way to go.



Shadowflamez@Posted: Wed Jan 06, 2010 1:35 pm :
That's the problem. When I shot on the tank surface there is no decals.When I shoot on the wall there is decals.I don't know how to fix this.If this is hapening only whit decals then I want to use decals.But no I don't want a tank that is already damaged in begining at the level. :)



AnthonyJa@Posted: Wed Jan 06, 2010 2:37 pm :
idEntity::AddDamageEffect is what is responsible for applying damage decals onto entities. However, I notice that rvVehicle implements its own AddDamageEffect function, which simply handles displaying a forcefield (if present), and doesn't call the base class implementation.

So you will either want to call the base class version from rvVehicle, or lift relevant parts of that and add it to rvVehicle::AddDamageEffect. You'll also need appropriate materials / def changes (I doubt "mtr_wound" etc are on the vehicle entities).



Shadowflamez@Posted: Wed Jan 06, 2010 9:43 pm :
Already done it.Now I have to remove the limit from 4 decals.Thank you however for the atention and the advice.



Shadowflamez@Posted: Tue Jan 05, 2010 3:10 pm :
Hi there. :) I wanna ask you how can I use this tgas from the game that make the blood effect.For an example the player model have his own diffuse tga, specular tga, bump tga ... and one more that is called "name_damage_d".This tga whit damage_d at the end is modified tga from the original diffuse tga that have some blood over the normal picture.I need this because I want to apply it to the hover tank model.He have his own images but they don't work.I mena the tank is still use his normal diffuse map even If he is below 50 health or below 20.I think where you hit the current model there must be the change between the diffuse tga and the damage_d tga.I had more problems whit the surface of the tank but I fix almost everything.This is the last problem.

Here is some addition info:

This is called medic_d.tga

Image

This is called medic_wonded_d.tga - You can see the blood effect.

Image

Thank you. :)



gavavva@Posted: Tue Jan 05, 2010 5:23 pm :
Erm, seems a bit pointless to me. Those _pain textures are used for dead marine bodies you see already dead in the level. Theres no point having "pain skins" ala Quake 2 because decals are placed on the mesh at the impact point to simulate blood/gore.

In other words, seems a bit of an old way to do things when there are much easier, faster and better ways to do it.



Shadowflamez@Posted: Tue Jan 05, 2010 9:09 pm :
Ok. How Can I place decals on the tank surface then?I have skills whit c++ ... have the SDK ... Just don't know where to look



The Happy Friar@Posted: Wed Jan 06, 2010 4:55 am :
they're normally applied during impacts, but you're wanting a tank that looks already damaged when you hop in? If so then making a new skin & using that one would be the way to go.



Shadowflamez@Posted: Wed Jan 06, 2010 1:35 pm :
That's the problem. When I shot on the tank surface there is no decals.When I shoot on the wall there is decals.I don't know how to fix this.If this is hapening only whit decals then I want to use decals.But no I don't want a tank that is already damaged in begining at the level. :)



AnthonyJa@Posted: Wed Jan 06, 2010 2:37 pm :
idEntity::AddDamageEffect is what is responsible for applying damage decals onto entities. However, I notice that rvVehicle implements its own AddDamageEffect function, which simply handles displaying a forcefield (if present), and doesn't call the base class implementation.

So you will either want to call the base class version from rvVehicle, or lift relevant parts of that and add it to rvVehicle::AddDamageEffect. You'll also need appropriate materials / def changes (I doubt "mtr_wound" etc are on the vehicle entities).



Shadowflamez@Posted: Wed Jan 06, 2010 9:43 pm :
Already done it.Now I have to remove the limit from 4 decals.Thank you however for the atention and the advice.



Shadowflamez@Posted: Tue Jan 05, 2010 3:10 pm :
Hi there. :) I wanna ask you how can I use this tgas from the game that make the blood effect.For an example the player model have his own diffuse tga, specular tga, bump tga ... and one more that is called "name_damage_d".This tga whit damage_d at the end is modified tga from the original diffuse tga that have some blood over the normal picture.I need this because I want to apply it to the hover tank model.He have his own images but they don't work.I mena the tank is still use his normal diffuse map even If he is below 50 health or below 20.I think where you hit the current model there must be the change between the diffuse tga and the damage_d tga.I had more problems whit the surface of the tank but I fix almost everything.This is the last problem.

Here is some addition info:

This is called medic_d.tga

Image

This is called medic_wonded_d.tga - You can see the blood effect.

Image

Thank you. :)



gavavva@Posted: Tue Jan 05, 2010 5:23 pm :
Erm, seems a bit pointless to me. Those _pain textures are used for dead marine bodies you see already dead in the level. Theres no point having "pain skins" ala Quake 2 because decals are placed on the mesh at the impact point to simulate blood/gore.

In other words, seems a bit of an old way to do things when there are much easier, faster and better ways to do it.



Shadowflamez@Posted: Tue Jan 05, 2010 9:09 pm :
Ok. How Can I place decals on the tank surface then?I have skills whit c++ ... have the SDK ... Just don't know where to look



The Happy Friar@Posted: Wed Jan 06, 2010 4:55 am :
they're normally applied during impacts, but you're wanting a tank that looks already damaged when you hop in? If so then making a new skin & using that one would be the way to go.



Shadowflamez@Posted: Wed Jan 06, 2010 1:35 pm :
That's the problem. When I shot on the tank surface there is no decals.When I shoot on the wall there is decals.I don't know how to fix this.If this is hapening only whit decals then I want to use decals.But no I don't want a tank that is already damaged in begining at the level. :)



AnthonyJa@Posted: Wed Jan 06, 2010 2:37 pm :
idEntity::AddDamageEffect is what is responsible for applying damage decals onto entities. However, I notice that rvVehicle implements its own AddDamageEffect function, which simply handles displaying a forcefield (if present), and doesn't call the base class implementation.

So you will either want to call the base class version from rvVehicle, or lift relevant parts of that and add it to rvVehicle::AddDamageEffect. You'll also need appropriate materials / def changes (I doubt "mtr_wound" etc are on the vehicle entities).



Shadowflamez@Posted: Wed Jan 06, 2010 9:43 pm :
Already done it.Now I have to remove the limit from 4 decals.Thank you however for the atention and the advice.