Body Hit Puff not showing... :(

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Clackinizer
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Body Hit Puff not showing... :(

Post by Clackinizer »

After reviewing my blood mod and making sure everything was perfect... i came over a slight problem... the Body Hit Puff (BHP) that i created was not showing up... instead of the BHP, it showed a minimized version of the blood splurts that show where the blood flies and splats... I have seen this on other mods such as Recoil Factor's Blood Blast. I think it may have something to do with the .tik file, and caching the body hit puff along with the blood_long.tik. Any help would be greatly appreciated! :)
........
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tltrude
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Blood

Post by tltrude »

The one I use is only body puff blood. It has two modified files in a models/fx folder named:

bh_human_uniform_hard.tik
bh_human_uniform_lite.tik


I think all that was changed was "color 0.7 0 0".
Tom Trude,

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Clackinizer
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Post by Clackinizer »

Not to be rude or anything... but how does that help me with my problem..? Do i need to post my .tik files? :?
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tltrude
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Problem

Post by tltrude »

I have read your first post three times and keep seeing this as your problem:

"the Body Hit Puff (BHP) that i created was not showing up... "

So, I told you the tik files that needed to be modified and their location. If I am wrong about the problem, then you didn't make it clear.
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Post by Clackinizer »

Alright, I see I did create some mis-understandings :? I uploaded some screenshots to show what is happening...

http://www28.brinkster.com/clackinizer/BadBHP.jpg <-- This is what is happening when i shoot the enemy... My blood_long texture appears instead of my BHP and it kind of floats in the air for a second.

http://www28.brinkster.com/clackinizer/GoodBHP.jpg <--- This is what I want to appear when I shoot the enemy, but somehow the blood_long texture overwrites it.

Just tell me if you would like me to post my .tik files :wink:

P.S. :!: I think you might have to copy and paste the links into your URL bar. :!:
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tltrude
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blood_long

Post by tltrude »

Sounds like you are trying to make bodies spout blood like a barrel of water or oil. That would be very hard to do because the death animation would make the body drop and the blood spout would stay where it started. You would have to delay the blood spout untill the body is down, I guess.

I don't know much about making blood mods but, if you post the tik and what you have changed in it, someone may figure it out.
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Post by Clackinizer »

Nope :wink: I'm still on for the body hit puff, no spurts! The blood that you saw spurting out was my body hit puff. <once again tries to make it clearer> Here is the .tik file for the bh_human_uniform_hard. I'll see what people can do, then do the same thing to the lite version if anything is successful. Once again, I am just trying to get my body hit puff to appear, no spurts, no other thing, just the body hit puff.

Code: Select all

TIKI
setup
{
	scale 1.0
	path models/fx/dummy
	skelmodel dummy2.skd
}

init
{
	client
	{
		//cache some stuff used in this effect
		cache models/fx/blood_long.tik
		
		sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
            fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
            offset 0 0 1
			offsetalongaxis crandom 10 0 0
			velocity 16
			randvelaxis random 90 crandom 60 crandom 60
			accel 0 0 -800
			decalshader blood_splat
                        decalradius 18

			physicsrate every
		)		
		
		// single splatting piece
		sfx originspawn
		(
			fadein 4.5 0 0 0 7
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
	//		fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
			velocity 16
			randvelaxis random 90 crandom 80 crandom 80
			accel 0 0 -800
			collision
			dietouch
			bouncedecal 
			decalshader blood_splat
			decalradius 25
			alpha 0.7
		)

		//cache some stuff used in this effect
		cache models/fx/blood_long.tik
		
		sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
            fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
            offset 0 0 1
			offsetalongaxis crandom 10 0 0
			velocity -300
			randvelaxis random 90 crandom 60 crandom 60
			accel 0 0 -800

			physicsrate every
		)		
		
		// single splatting piece
		sfx originspawn
		(
			fadein 4.5 0 0 0 7
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
	//		fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
			velocity -16
			randvelaxis random 90 crandom 80 crandom 80
			accel 0 0 -800
			collision
			dietouch
			bouncedecal 
			decalshader blood_splat1
			decalradius 36
			alpha 0.7
		)

		// single splatting piece2
		sfx originspawn
		(
			fadein 4.5 0 0 0 7
			model models/fx/blood_long.tik
			align
			alpha .7
			count 1
			life 1.0
	//		fadedelay 0.5
            scalemin 1.5
            scalemax 2.0
            scalerate 1.0
			randvel crandom 90 crandom 60 crandom 60
			accel 0 0 -800
			collision
			dietouch
			bouncedecal 
			decalshader blood_splat2
			decalradius 16

			physicsrate every		
		)

		//cache some stuff used in this effect3
		cache models/fx/blood_long.tik
		
		sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 1.0
			count 2
			life 1.0
            	//		fadedelay 1.0
            scalemin 0.5
            scalemax 1.0
            scalerate 0.7
            offset 0 0 1
			offsetalongaxis crandom 10 0 0			
			randvel crandom 90 crandom 60 crandom 60
			accel 0 0 -800
			
			physicsrate every
		)		
		
		//cache some stuff used in this effect4
		cache models/fx/blood_long.tik
		
		sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 1.0
			count 2
			life 1.0
            	//		fadedelay 1.0
            scalemin 0.2
            scalemax 0.6
            scalerate 0.3
            offset 0 0 1
			offsetalongaxis crandom 10 0 0			
			randvel crandom 180 crandom 90 crandom 30
			accel 0 0 -800
			
			physicsrate every
		)		

		// single splatting piece2
		sfx originspawn
		(
			fadein 4.5 0 0 0 7
			model models/fx/blood_long.tik
			align
			alpha .7
			count 1
			life 1.0
	//		fadedelay 0.5
            scalemin 1.5
            scalemax 2.0
            scalerate 1.0
			randvel crandom 200 crandom 75 crandom 75
			accel 0 0 -800
			collision
			dietouch
			bouncedecal 
			decalshader blood_splat3
			decalradius 48

			physicsrate every		
		)

		//cache some stuff used in this effect3
		cache models/fx/blood_long.tik
		
		sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 1.0
			count 2
			life 1.0
            	//		fadedelay 1.0
            scalemin 0.5
            scalemax 1.0
            scalerate 0.7
            offset 0 0 1
			offsetalongaxis crandom 10 0 0			
			randvel crandom 70 crandom 50 crandom 20
			accel 0 0 -800
			decalshader blood_splat4
			decalradius 36
			
			physicsrate every
		)

		//cache some stuff used in this effect
		cache models/fx/blood_long.tik
		
		sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
            fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
            offset 0 0 1
			offsetalongaxis crandom 10 0 0
			velocity -96
			randvelaxis random 90 crandom 60 crandom 60
			accel 0 0 -800

			physicsrate every
		)		
		
		// single splatting piece
		sfx originspawn
		(
			fadein 4.5 0 0 0 7
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
	//		fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
			velocity -256
			randvelaxis random 90 crandom 80 crandom 65
			accel 0 0 -800
			collision
			dietouch
			bouncedecal 
			decalshader blood_splat4
			decalradius 36
			alpha 0.7
		)

		//cache some stuff used in this effect
		cache models/fx/blood_long.tik		

			sfx originspawn
		(
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
            fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
            offset 0 0 1
			offsetalongaxis crandom 10 0 0
			velocity 8
			randvelaxis random 76 crandom 64 crandom 38
			accel 0 0 -800
			decalshader blood_splat5
                        decalradius 32

			physicsrate every
		)		
		
		// single splatting piece
		sfx originspawn
		(
			fadein 4.5 0 0 0 7
			model models/fx/blood_long.tik
			align
			alpha 0.7
			count 1
			life 1.0
	//		fadedelay 1.0
            scalemin 1.0
            scalemax 1.5
            scalerate 1.0
			velocity -16
			randvelaxis random 60 crandom 32 crandom 16
			accel 0 0 -800
			collision
			dietouch
			bouncedecal 
			decalshader blood_splat5
			decalradius 32
			alpha 0.7
		)

		
		cache bodyhitpuff.spr
		
		// sound parms: soundName channel volume min_distance pitch randompitch
		sfx sound snd_bh_flesh auto 1.5 128 0.8 0.2
	
		// first bit of lingering smoke
		sfx originspawn
		(
			model bodyhitpuff.spr
			scalerate 5
			angles 0 0 random 360
			avelocity 0 0 crandom 360
			life .167 				// amount of smoke //.125 //.25
			scale .4				// radius
			alpha .7				// density
			color 0.7 0.7 0.7			// RBG color of the smoke
			velocity 160 				// base velocity away from the surface //240 //120
			randvelaxis random 2 2 2		// velocity offset
			offsetalongaxis 2 crandom 1 crandom 1	// positional offset
			fade
		)
		
		// second bit of lingering smoke
		sfx originspawn
		(
			model bodyhitpuff.spr
			scalerate 5
			angles 0 0 random 360
			avelocity 0 0 crandom 180
			life .333		 		// amount of smoke //.25 //.5
			scale .2				// radius
			alpha 0.5				// density
			color 0.7 0.7 0.7			// RBG color of the smoke
			velocity 80 				// base velocity away from the surface //120 //60
			randvelaxis random 2 2 2		// velocity offset
			offsetalongaxis 2 crandom 1 crandom 1	// positional offset
			fade
		)
		
		// third bit of lingering smoke
		sfx originspawn
		(
			model bodyhitpuff.spr
			scalerate 5
			angles 0 0 random 360
			avelocity 0 0 crandom 90
			life .666 				// amount of smoke //.5 //1
			scale .3				// radius
			alpha 0.3				// density
			color 0.7 0.7 0.7			// RBG color of the smoke
			velocity 40 				// base velocity away from the surface //60 //30
			randvelaxis random 2 2 2		// velocity offset
			offsetalongaxis 2 crandom 1 crandom 1	// positional offset
			fade
		)
	}
}

// This section is just needed to be a valid tiki file
animations
{
	idle dummy2.skc
}
I would greatly appreciate it that no one steals this or uses this code without my permission.
........
User avatar
tltrude
Chuck Norris
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Location: Oklahoma, USA
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sprite

Post by tltrude »

Have you tried just replacing the normal sprite model with your "models/fx/blood_long.tik" in the original?
Tom Trude,

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Clackinizer
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?

Post by Clackinizer »

What do you mean by that? Here is my blood_long.tik

Code: Select all

TIKI
setup
{
	scale 3.00
	path models/fx/splinter
	skelmodel splinter.skd
	surface material1 shader blood_long
}
animations
{
	idle splinter.skc
}

TIKI
setup
{
	scale 1.0
	path models/fx/dummy
	skelmodel dummy2.skd
........
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