Counter-Strike: Source - Realism (needs coder badly) -1 reply

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Guest

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#1 13 years ago

This mod is in no way affiliated with the original counter strike modification, this is a blood mod and nothing other than that for the moment. My mod will include a few very basic things... 1.) Lots of blood 2.) Realistic Wounds 3.) Realistic Blood 4.) Entry/Exit wounds 5.) Pending death audio 6.) Intense Artery Spray 7.) Higher density blood clouds The coding for this mod will take maybe a day, it's not that difficult I do not believe. This mod also allows client side usage, so you do not have to go looking through 4000503030030304 servers in order to find what you want. Here are some examples of what the blood may look like... sample20mx.th.jpg NOTE: These are individual hit's, so when a player gets shot several times against a wall these will be sprayed out instead of what they have now. It's also in it's early stages so nothing is final. I am the only one working on this mod at the moment, so any/all assistance would be very helpful. This includes someone that knows HTML/Coders and anyone that feels they can contribute to the mod. Yep, that's right, I'm accepting any/all who want to help out if you have the skills that are up to par with today’s standards. Right now, this is what I require on a scale of 1 (being most important) and 5 (being least important, but still very helpful to the cause.) 1.) Coder/Programmer that has prior knowledge of the Source engine. 2.) Skinner's that have knowledge of advanced skinning. 3.) HTML people that know how to do EVERYTHING with just a basic template. 4.) Sound artist that knows how to implement audio into the game. 5.) Modeler that has prior knowledge of the Source engine. Thank you for reading this, my email is [email]rwb1231@comcast.net[/email] If you feel that you can contribute to this modification then please give me an email with a detailed description of how you think you can help. :deal:




J-Dub'

What are these damn animals?

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1st July 2004

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#2 13 years ago

sounds neat. Moved to CS section




Guest

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#3 13 years ago
Praet0riansounds neat. Moved to CS section

Ahh ok thank you, I appologize if I have posted in the wrong section. :beer:




J-Dub'

What are these damn animals?

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#4 13 years ago

No problem mate.




metal_militia

Killing is my business...

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29th November 2004

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#5 13 years ago

umm, while is sounds like a good enough idea i would like to mention one thing: It would take alot longer than a day to code the features you are hoping to implement. Not to mention the source for CSS has not been relased (yet?) so you would first have to port all of the CSS content to the HL2 SDK. Once all the content is ported over things such as entry and exit wounds would not be easy to implement. The problems would stem from the lack of any existing bullet holes (asside from decals). Mabey if you where really fancy and paralax mapping was available (which it isnt at present) you could somehow deform the surface of a model by implementing a skeliton with a virual displacement map as its skin then somehow locally (to the bullet hit position) modifying the height map of the VDP by positive number dependant on the projectile type. You could also trace the bullet to the 'exit wound' and displace the VDP by a greater negative amount (as exit wounds are always larger and entry) but it would be horrible to code, and very buggy. IIRC in previous games such as SOF2 voxels (like texels but 3 dimentional) where used to make heads come appart in a simi realistic manner but these are certainly not available in source. Artery sprays may be fairly easy to implment as locational damage is alredy apparent so it would just be a question of incrasing the blood produced at cerain locations.




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#6 13 years ago
metal_militiaumm, while is sounds like a good enough idea i would like to mention one thing: It would take alot longer than a day to code the features you are hoping to implement. Not to mention the source for CSS has not been relased (yet?) so you would first have to port all of the CSS content to the HL2 SDK. Once all the content is ported over things such as entry and exit wounds would not be easy to implement. The problems would stem from the lack of any existing bullet holes (asside from decals). Mabey if you where really fancy and paralax mapping was available (which it isnt at present) you could somehow deform the surface of a model by implementing a skeliton with a virual displacement map as its skin then somehow locally (to the bullet hit position) modifying the height map of the VDP by positive number dependant on the projectile type. You could also trace the bullet to the 'exit wound' and displace the VDP by a greater negative amount (as exit wounds are always larger and entry) but it would be horrible to code, and very buggy. IIRC in previous games such as SOF2 voxels (like texels but 3 dimentional) where used to make heads come appart in a simi realistic manner but these are certainly not available in source. Artery sprays may be fairly easy to implment as locational damage is alredy apparent so it would just be a question of incrasing the blood produced at cerain locations.

To sum that up, there will be no exit wounds in this modification :-p. I was hoping for something along the lines of bullet wounds after the player has died... Like in HL2 where you could shoot a body and new bullet holes would form. Artery spray would be very cool, especially if it sprayed until the body was completely still. That's why this modification really needs alot of help, and in the end it could be one of the best out there just because it's soo simple.




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#7 13 years ago

/bump




J-Dub'

What are these damn animals?

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#8 13 years ago

No need to bump it, It's only 19 hours old. :rolleyes:




Guest

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#9 13 years ago
Praet0rianNo need to bump it, It's only 19 hours old. :rolleyes:

Do you have any suggestions of who I can talk to about the coding? I'm a mere graphic designer, I am not aware of how this process works. :uhm:




Flodgy

I'm way cooler than n0e (who isn't though?)

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27th May 2004

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#10 13 years ago

ok firstly with your blood, you shouldnt have colored it, the source engine adds teh color texture itself




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