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Advanced Warfare Style Blood Splatter

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Created 9 years ago
by JBird632
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RadihaX
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Advanced Warfare Style Blood Splatter

Download the files at the bottom.

Note: If you feel you need to make a backup of these files, please do so now:
raw/maps/_zombiemode_score.gsc
raw/maps/_zombiemode.gsc
____________________________________________________________________________________________

Description:
This script will add a visual blood splatter effect to the player's screen when they hit a zombie with a melee attack.
A base blood material will be included and can be downloaded along with the script; however, there will be extra steps as to add your own blood materials and how to add multiple random materials.

(Hud not included)

____________________________________________________________________________________________

Step 1: Adding the assets to your mod/map
Open the included .rar file and transfer the folders into their correct locations.
Put the contents of the mods folder in your map's mod folder and the contents of the raw in the raw folder.

Open up launcher and go to the mods tab and select your mod.
Then add this code to the Fastfile mod.csv box:
Code Snippet
Plaintext
// Advanced Warfare Blood Splatter
material,vfx_blood_screen_splatter
rawfile,maps\_zombiemode_bloodsplatter.gsc
Make sure to check the images box in the IWD File List (for the image we included) and to check Build mod.ff Fastfile and Build IWD File
____________________________________________________________________________________________

Step 2: Calling the script
Now that the files are all in place we can call the script.
Navigate to raw/maps and open up the file called _zombiemode_score.gsc

Press Ctrl + F to use the Find function and search for this line:
Code Snippet
Plaintext
points = 0;

Right above that line include this code:
Code Snippet
Plaintext
if( isDefined( mod ) && mod == "MOD_MELEE" )
self thread maps\_zombiemode_bloodsplatter::playerBloodsplatter();
It should look something like this:
Code Snippet
Plaintext
if( !is_player_valid( self ) )
{
return;
}

if( isDefined( mod ) && mod == "MOD_MELEE" )
self thread maps\_zombiemode_bloodsplatter::playerBloodsplatter();

points = 0;
Now save and close this file!

Next open up _zombiemode.gsc, which is located in the same directory as the last script, and find this line:
Code Snippet
Plaintext
PrecacheItem( "colt" );
Add this line right below it:
Code Snippet
Plaintext
PrecacheShader( "vfx_blood_screen_splatter" );
So it looks like this:
Code Snippet
Plaintext
PrecacheItem( "fraggrenade" );
PrecacheItem( "colt" );
PrecacheShader( "vfx_blood_screen_splatter" );
Next find this line:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
Add this line below it:
Code Snippet
Plaintext
maps\_zombiemode_bloodsplatter::init();
So it looks like this:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
maps\_zombiemode_bloodsplatter::init();
Now save and close this file!
____________________________________________________________________________________________

Step 3: Build your mod
Go back to launch and press the Build MOD button.
Once it is done you should have a fully working Advanced Warfare Style Blood Splatter effect!

____________________________________________________________________________________________

Extra Step: Adding your own Blood Materials

I am not going to show you have to make your own hud materials as there are many tutorials on the site already, but assuming you have your materials prepared then you can follow this step.

In launcher include this line with the ones from step 1 in the fast file box for any materials you want to include:
Code Snippet
Plaintext
material,name_of_material
Obviously add the image of the material in your mods folder and check the boxes again.

Open _zombiemode.gsc like in step 2 and where we added the line to precache the included material in the tutorial you will have to add a new line for ever material you want to add.

Like this: (I just put "blood_material_#" for an example, you would use your material's name)
Code Snippet
Plaintext
PrecacheItem( "fraggrenade" );
PrecacheItem( "colt" );
PrecacheShader( "blood_material_1" );
PrecacheShader( "blood_material_2" );
PrecacheShader( "blood_material_3" );
Now open up the script that is included in this tutorial _zombiemode_bloodsplatter.gsc and go to line 19
Change this line's material to your's and copy and paste it if you have multiple materials.

Like this:
Code Snippet
Plaintext
level.bloodShaders[level.bloodShaders.size] = "blood_material_1";
level.bloodShaders[level.bloodShaders.size] = "blood_material_2";
level.bloodShaders[level.bloodShaders.size] = "blood_material_3";

Now Build the mod and you should have multiple custom blood splatter effects!
____________________________________________________________________________________________

I hope you all find this tutorial helpful :D
Also thanks to Rorke for the suggestion and testing the tutorial prior to its release.
Last Edit: August 20, 2015, 12:39:41 am by JBird632
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Ooooh. Very nice work as always JBird
Last Edit: July 28, 2015, 05:41:14 am by MZslayer11
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this is mega sweet so happy to see this up on ugx :D makes it look more realistic in my eyes
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Imagine using this with the Sabertooth :P SOOOOOOOOOOOOOOOOOOOOOOOOOO much blood.
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Aw uses a 3d hud element system to allow the movement, lighting, and reflections to take place... this may look a bit like it... but in actuality, this isnt close... sorry Jbird... do some research before claiming it to be like aw's
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(Image removed from quote.)Aw uses a 3d hud element system to allow the movement, lighting, and reflections to take place... this may look a bit like it... but in actuality, this isnt close... sorry Jbird... do some research before claiming it to be like aw's
I know that and discussed it before making it, someone wanted it, so I made it. Maybe you should just not jump to conclusions...
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(Image removed from quote.)Aw uses a 3d hud element system to allow the movement, lighting, and reflections to take place... this may look a bit like it... but in actuality, this isnt close... sorry Jbird... do some research before claiming it to be like aw's

AW style doesnt mean its 100% same :P
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What you fail to see is it's something new and makes it look more realistic than just no blood splatter at all like bird said someone wanted it so here it is nothing wrong with it
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(Image removed from quote.)Aw uses a 3d hud element system to allow the movement, lighting, and reflections to take place... this may look a bit like it... but in actuality, this isnt close... sorry Jbird... do some research before claiming it to be like aw's

In addition to what jbird said: try making a 3d hud in waw   :please:
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In addition to what jbird said: try making a 3d hud in waw   :please:
been dare... done dat... with tips from redspace  :troll:
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"Could not find raw\maps_zombiemode_bloodsplatter.gsc" even though it's there :\
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"Could not find raw\maps_zombiemode_bloodsplatter.gsc" even though it's there :\
Sounds like you didn't do the first step, where you put this code:
Code Snippet
Plaintext
// Advanced Warfare Blood Splatter
material,vfx_blood_screen_splatter
rawfile,maps\_zombiemode_bloodsplatter.gsc
into the fastfile box when compiling.

(Keep in mind, I did have Rorke test this tutorial before I posted it. So if you have any issues with it, then you obviously didn't follow the tutorial properly)
Last Edit: July 29, 2015, 03:30:32 am by JBird632
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lokks good without it right?
and he can't do everything like AW 'cause of the limits in W@W
wait... waw has limits? there isnt a single limit that can affect something like that if its on its own. maybe a image limit if its with like 1mil other ones (exaggerated) but other than that there isnt a single limit that can stop a 3d hud... EDIT: the only thing that stops people from creating stuff like aw's hud or advanced stuff like that are the person's imagination and knowledge. If you know everything that jbird and I know, and take ur idea and downgrade it till its the basics... then you will be able to figure out how to do it. After that, you just build on it and make it into the advanced thing it is
Last Edit: July 29, 2015, 07:17:05 pm by liamsa669
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wait... waw has limits? there isnt a single limit that can affect something like that if its on its own. maybe a image limit if its with like 1mil other ones (exaggerated) but other than that there isnt a single limit that can stop a 3d hud... EDIT: the only thing that stops people from creating stuff like aw's hud or advanced stuff like that are the person's imagination and knowledge. If you know everything that jbird and I know, and take ur idea and downgrade it till its the basics... then you will be able to figure out how to do it. After that, you just build on it and make it into the advanced thing it is

If it's so easy then why don't you do it?

JBird it's nice to see you release this for the community to use. ;)
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If it's so easy then why don't you do it?

JBird it's nice to see you release this for the community to use. ;)
been dare... done dat... with tips from redspace  :troll:
I dont usually release things... I am here for supporting others, which doesnt include spoonfeeding them .ffs and saying "I did all the work, so now you all can use my work and not learn anything from it." - hella no  :troll:
its just like if everyone knew how to import this:

then youd never see any unique features... it would be just who can get their hands on it first.
Last Edit: July 29, 2015, 07:52:20 pm by liamsa669

 
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