Body Hit Puff not showing... :(
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- Clackinizer
- Sergeant
- Posts: 72
- Joined: Sun Mar 16, 2003 1:49 am
- Location: USA
- Contact:
Body Hit Puff not showing... :(
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! 
........
Blood
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".
bh_human_uniform_hard.tik
bh_human_uniform_lite.tik
I think all that was changed was "color 0.7 0 0".
- Clackinizer
- Sergeant
- Posts: 72
- Joined: Sun Mar 16, 2003 1:49 am
- Location: USA
- Contact:
Problem
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.
"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.
- Clackinizer
- Sergeant
- Posts: 72
- Joined: Sun Mar 16, 2003 1:49 am
- Location: USA
- Contact:
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
P.S.
I think you might have to copy and paste the links into your URL bar. 
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
P.S.
........
blood_long
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.
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.
- Clackinizer
- Sergeant
- Posts: 72
- Joined: Sun Mar 16, 2003 1:49 am
- Location: USA
- Contact:
Nope
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.
I would greatly appreciate it that no one steals this or uses this code without my permission.
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
}........
sprite
Have you tried just replacing the normal sprite model with your "models/fx/blood_long.tik" in the original?
- Clackinizer
- Sergeant
- Posts: 72
- Joined: Sun Mar 16, 2003 1:49 am
- Location: USA
- Contact:
?
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........
