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Thread: Blood Effects

  1. #1

    Smile Blood Effects

    http://www.twcenter.net/forums/index...howtopic=10698

    Maybe someone from CA (Jerome :) ) can shed some light on how the effects system can be used to implement blood particle effects for when a unit dies
    or gets hit..

  2. #2
    Master of Few Words Senior Member KukriKhan's Avatar
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    Default Re: Blood Effects

    Hi Dagoster, welcome to the Org

    Captain Fishpants (CA developer) explains here
    https://forums.totalwar.org/vb/showthread.php?t=37323
    that blood had to be minimized to get the desired game rating. I'm guessing that the effect is hard-coded, tho' those TWC guys are having some success in their substitution attempts.
    Be well. Do good. Keep in touch.

  3. #3

    Default Re: Blood Effects

    I don't want to even think about the hit to frame rate if every single man spurted blood out when killed. Damn, huge battles would....be slow.
    Love is a well aimed 24 pounder howitzer with percussion shells.

  4. #4

    Default Re: Blood Effects

    blood would be a nice addition, but would probably slow it down quite a bit

  5. #5
    Member Member Ashitaka-san's Avatar
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    Default Re: Blood Effects

    I guess it would depend on how much blood you're talking about. Obviously, it would have to be an option that can be enabled/disabled.
    But, that would be quite cool

  6. #6

    Default Re: Blood Effects

    This Is a new improved version of TheBloodMod

    the effect only appears when a unit is killed and only when hit with a ranged
    weapon.


    http://www.twcenter.net/forums/index...post&id=226972

  7. #7
    Member Member Attalus's Avatar
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    Default Re: Blood Effects

    Blood and censorship....weird.
    The game (series) has allowed you to take the heads of your fallen adversaries, execute part or all of your vanquished enemies army and now enslave or even decimate a captured civilian population!!

    But, Zues forbid...a single drop of claret is enough to tip the censors into apoplexy.

    Personally..great geysers of spouting gore would not only be a frame-rate nightmare...but not altogether realistic.

    Maybe just a glistening, blood soaked grass or blood sprayed streets would do...

    Seriously though...I love the amount of effort people put into these creative endeavors.

    -Attalus-
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    -Attalus-
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  8. #8
    Member Member Thrudvang's Avatar
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    Default Re: Blood Effects

    It's not that, it's just if there was blood it would get an M rating and certain *cough* money-grubbing dollar over design jerkface *cough* publishers like T ratings for more sales.

  9. #9
    Member Member R3dD0g's Avatar
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    Default Re: Blood Effects

    I'm not really interested in seeing spatters or gouts of blood.

    But, I do think it would be a good thing if the ground were colored in the area of a big engagement. In RoN, when a unit is killed, it just kind of fades away. That's fine for that games level of realism. But, this game is aiming for a much higher standard and the ground should reflect the fact that many dozens of fighters just died in the area.
    As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.
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  10. #10

    Default Re: Blood Effects

    I don't know if bloody particle effects could really be put to good use in R:TW; it never seems that you can pinpoint just where units are being hit anyway, especially if you're zoomed out, so a blood effect might look horribly unrealistic, especially if not coupled with corresponding decals on the ground.

  11. #11
    What did I do? Member Lonewarrior's Avatar
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    Default Re: Blood Effects

    LOL I don't see the need for so much blood it looks like they fell in little lakes of red wine.
    "Never rely on the glory of the morning nor the smiles of your mother-in-law."-Japanese Proverb

  12. #12

    Default Re: Blood Effects

    http://www.twcenter.net/forums/index...pic=13012&st=0

    This mod adds blood pool effect decals. So when a unit dies under projectile
    fire a pool of blood animates litterly from the center of the dead body outwards. It is really cool.. You should all atleast look at it..

  13. #13

    Default Re: Blood Effects

    I'd love blood but the mod adds too much. Nobody bleeds a whole pool of blood that surrounds them. And even if they do, the blood finds places to absorb into, it doesnt show so much. Lowering the decal size and making it less blurry would definitely make it better.

  14. #14

    Default Re: Blood Effects

    Well I am stumped a this point on how to apply the fiery effect to melee weapons.. I wonder if their is another Texture map similar to the #charring.tga.dds that overlays on a unit when it dies. Hopefully jerome can provide some much needed insight..

  15. #15
    Nobody Important Member Somebody Else's Avatar
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    Default Re: Blood Effects

    Is there any chance that a large battle will increase farm yields for a little time afterwards?
    Don't have any aspirations - they're doomed to fail.

    Rumours...

  16. #16
    What did I do? Member Lonewarrior's Avatar
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    Default Re: Blood Effects

    Quote Originally Posted by Somebody Else
    Is there any chance that a large battle will increase farm yields for a little time afterwards?
    Maybe, instead of farms you'll have nice lakes of red wine.
    "Never rely on the glory of the morning nor the smiles of your mother-in-law."-Japanese Proverb

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