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Dynamic Blood

#1 User is offline   Tucker933 

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Posted 06 May 2011 - 01:53 AM

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If you follow this tutorial correctly you will have a superior dynamic blood version to that which I incorporated in the first FTW2. Your dynamic blood will only be triggered by explosions that get past shields or death by vehicles. Your blood will flow freely around BSP features, scenery, even vehicles dynamically and when reaching a certain point in its life; vein out into smaller streams before dying.



Firstly, you're going to want to build this effect in the map you want it in. Do not PMI this effect and expect it to still work. Eschaton's rebuilding process breaks it. This is fixable of course but I won't be covering that.

Open your map up in Eschaton, find the effect called 'effects\blood aoe human' and duplicate it non-recursively as well as duplicate the particle 'effects\particles\solid\blood h decal causing' recursively.

Go to your original 'effects\blood aoe human' effect tag and in the Meta Editor under 'particles 2' 'floats' change 'distribution radius' to 0.2 and 'distribution radius - to' to 0.7, then change both 'velocity' and 'velocity - to' to 0. Under 'particles 2' 'Int16s' change 'count' to 3 and 'count - to' to 5.

Go to your original 'effects\particles\solid\blood h decal causing' particle and in the Meta Editor uncheck the flag 'dies at rest' and change 'lifespan' to 2 and 'lifespan - to' to 3. Then move to the Reference Swapper and swap the sole bitmap reference to 'levels\a10\bitmaps\cryo glass', swap the one point physics reference to your duplicated 'effects\point physics\stones' tag, and then swap the second effect reference (which should initially be nulled out), to your duplicated effect; 'effects\blood aoe human'.

Go to your duplicated effect called 'effects\blood aoe human' and in the Meta Editor under 'particles 2' 'floats' change 'distribution radius' and 'distribution radius - to' to 0, then change 'velocity' to 1 and 'velocity - to' to 0.5, change 'velocity cone angle' to 3.14. Under 'particles 2' 'Int16s' change 'count' to 2 and 'count - to' to 3. Next under the Reference Swapper; null all references except the second of three particle references, swap that reference to your duplicated 'effects\particles\solid\blood h decal causing' particle.

Go to your duplicated 'effects\particles\solid\blood h decal causing' particle and in the Meta Editor uncheck the flag 'dies at rest' and change 'lifespan' to 2 and 'lifespan - to' to 3.5. Then Move to the Reference Swapper and swap the one bitmap reference to 'levels\a10\bitmaps\cryo glass'.

Go to your stock small blood splat decal 'effects\decals\blood splats\blood splat small' and while using HMT plugins for Eschaton in the Meta Editor go to 'Floats' and change 'lifetime' and 'lifetime - to' to 20.

Go to your duplicated small blood splat decal 'effects\decals\blood splats\blood splat small' which you have as a result of your recursive tag duplication. While using HMT plugins for Eschaton in your Meta Editor, go to 'Floats' and change both 'radius' and 'radius - to' to 0.03 then change 'lifetime' and 'lifetime - to' to 20.

Go to your duplicated point physics tag 'effects\point physics\stones' and in the Meta Editor go to 'floats' and change 'density' to 0.6, 'air friction' to 750, 'surface friction' to 0.15 and 'elasticity' to 0.


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