[Video] Blood Splatters in PR
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Wakain
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Re: [Video] Blood Splatters in PR
perhaps, but would it truly be worth the trouble?
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Psyrus
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Re: [Video] Blood Splatters in PR
Well then, I suggest you get started because the sooner the betterVaiper wrote:I have no doubt what if whats add realism and fun to game, even if whats a little step (or big), its worth it!
I'm looking forward to it
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sweedensniiperr
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Serbiak
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Re: [Video] Blood Splatters in PR
yeah I thought so as well but well if the hitboxes were improved with 1.5 they should give it another try imo.Psyrus wrote:There were blood effects added around 0.4/0.5? They were taken out because of an apparent lack of realism relating to hitting someone in body armour and blood spraying out
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pleym
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Re: [Video] Blood Splatters in PR
Everything is better than "smoke" from the body when its getting hit..
So blood is the way to go

So blood is the way to go

PR:BF2 Mapper
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hobbnob
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Re: [Video] Blood Splatters in PR
The blood also helps a lot when identifying whether you've hit your enemy or not. The smoke is shown whether you hit a player or not without this, but with this modification you can clearly see the blood splatter when you hit your target.

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Herbiie
- Posts: 2022
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Re: [Video] Blood Splatters in PR
In FH2 they have blood splatters, & the hitboxes are still a problem.hobbnob wrote:Thanks for your comments and the embed instructions. chuc himself has commented on the video page saying he and the devs will look into it which is good. 1.5 has improved upon the hitboxes so in theory that shouldn't be a problem anymore
They look good though
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Haji with a Handgun
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Re: [Video] Blood Splatters in PR
They might wear helmets, but bullets can and do penetrate helmets. It might be enough to stop a stray AK round, but a direct hit is almost positively going to go through.hobbnob wrote:the effects files aren't faction specific, you can't make a certain file for insurgents and another for the germans for example. Yes I believe there is a specific file for headshots, but modern soldiers wear helmets
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saXoni
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Re: [Video] Blood Splatters in PR
I must say that this looks awesome, and that I would really like to see this in PR in the future.
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DenvH
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Re: [Video] Blood Splatters in PR
Is there a way to make the effect random, like make it so it only shows blood splatters 1 time out of 100000 hits or something? In that way there is more dust then blood and it would actually be rare/special to see blood flying around like it would be rare to see in real life.
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hobbnob
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Re: [Video] Blood Splatters in PR
Well atm Den it cannot be random, but it only works less than 100 meters away due to drawdistance stuff. The reason it worked longer on my video is because I modified the draw distance.

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Sir.Grossi
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Re: [Video] Blood Splatters in PR
But that's kind of the point, if it were easy to see if you made a hit or nothobbnob wrote:The blood also helps a lot when identifying whether you've hit your enemy or not. The smoke is shown whether you hit a player or not without this, but with this modification you can clearly see the blood splatter when you hit your target.
then the tension is removed from the firefight.
I like the idea of having to move in and confirm the kills.
Blood effects were present in 0.65, and it made it too easy IMO to
call a hit or not.
It looks good! But quickly becomes too 'cartoony' if it were possible to
make it occur randomly once in every few thousand shots then it might be ok.
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hobbnob
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Re: [Video] Blood Splatters in PR
Grossi, your point is valid, and as a result I am currently making my own version of it in the editor. This won't be as visible to the shooter himself, but the exit wound is clear, making it have an effect on friendly forces seeing their man go down. Video coming within the week hopefully, I'll embed it here when I finish.

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hobbnob
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Re: [Video] Blood Splatters in PR
Well instead of making another thread asking for help I'm going to post here. I've been having trouble making the blood effect.
My aim was to make a small entry wound, almost invisible to the shooter, but to make a large exit wound that goes through the body and exits the other side.
Trouble is that it looks all good in the editor, but ingame the effect sometimes goes sideways, which really doesn't look good. Is there a way to fix this?
My aim was to make a small entry wound, almost invisible to the shooter, but to make a large exit wound that goes through the body and exits the other side.
Trouble is that it looks all good in the editor, but ingame the effect sometimes goes sideways, which really doesn't look good. Is there a way to fix this?

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hobbnob
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AnimalMother.
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Re: [Video] Blood Splatters in PR
lots pretty good
if it can be realisitcally implemented then i do look forward to seeing advances in it
shame you can't go the full hog (well i'm guessing you can't) and have blood stained fatigues of victim and surrounding players. that would be immersive
if it can be realisitcally implemented then i do look forward to seeing advances in it
shame you can't go the full hog (well i'm guessing you can't) and have blood stained fatigues of victim and surrounding players. that would be immersive
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hobbnob
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Re: [Video] Blood Splatters in PR
Yeah I dont' think it's possible to have blood stained fatigues, but at least now it doesn't make firefights easy by clearly showing the player whether they've hit their target or not
Just a quick note, I use the sniper rifle in the blood videos not because I am some uber l33t pwn all sn1p3r but because it offers the best magnification available, which therefore makes the target easier to see for the viewer of the video
Just a quick note, I use the sniper rifle in the blood videos not because I am some uber l33t pwn all sn1p3r but because it offers the best magnification available, which therefore makes the target easier to see for the viewer of the video

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doop-de-doo
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