MWIP: Frag heads


MaRzY
06-10-2003, 08:41 AM
As some of you may know from reading my thread called Headshot heads are no go, that my original idea and first attempt of making the player model change heads when a headshot happened, would not work ingame, because of the file consistency thing. Then thanks to Podunkian, the next day he came up with away of changing the faces ingame. So i worked with this method for awhile, but did not like the way one head floated just over another, because it caused weird lighting and seams. So in the end i came up with the idea of making the head & gore head one mesh, so all is joined, so no weird lighting and there are no seams. These also work different as in the original face gets pulled into the head, rather then just moving the gore face to float just over the other, which gives more space to deform the gore head, if one should wish to.

Here is a pic showing one head i've done this to, the skin is just a temp skin showing you how much of the head texture can be worked with when making a gore head skin using this method. As you can see it's nearly the whole head. So i hope to have a full German set finished soon using this method.

Frag head pic, showing texture area to work with (http://homepage.ntlworld.com/scitzo/fragheadfull.jpg)

Also using this method i should be able to use different vertex of the gore head for different die anims all being well, which i hope will add variety. So these heads, can change part or nearly all the head skin and model depending on what effect i'm after, and is using just two extra bones more then a current default model.


So Frag heads are GO GO .:)

Editor321
06-10-2003, 08:43 AM
lol its even in ur sig, nj :)

Krieg
06-10-2003, 08:44 AM
Lookin' good, lookin' good. Keep up the good work.

DocRage
06-10-2003, 09:33 AM
Funny, I just came up with my own version of damage textures - not quite as stylish, but they work.

I took the hairX.smds and added a whole head and some bodyparts to it. I made them slightly bigger than they normaly are and added some transparent skins. Now when the helmet gets blown off, the hair model appears together with the injured face and other bodyparts.

MaRzY
06-10-2003, 09:39 AM
A good idea, but would that not look a bit odd ingame, like a partly invisible man.

DocRage
06-10-2003, 09:43 AM
The actual model is still there, the damaged parts are just added as a second layer. (hence the transparency)

MaRzY
06-10-2003, 09:51 AM
Originally posted by DocRage
The actual model is still there, the damaged parts are just added as a second layer. (hence the transparency)

I'm with you now, whats it like ingame?.

DocRage
06-10-2003, 10:43 AM
Well, the effect only kicks in when the helmet is shot off, but it looks pretty decent.

Vash
06-10-2003, 01:27 PM
I also eagerly await this too...man so much good stuff to wait for! I know it's a lot to ask...but you gonna do all the default models for all teams.... ;)

Sclass12
06-10-2003, 01:44 PM
awesome job! Hope it works!

Devin Kryss
06-10-2003, 01:56 PM
So after you add bones to a ref.smd in text editor, how do you move the bones a bit away from the parent bone thye follow. I cant do that in MS3d, casue it screwes up the animations. How'd you do it for the heads?

MaRzY
06-10-2003, 02:15 PM
Originally posted by Devin Kryss
So after you add bones to a ref.smd in text editor, how do you move the bones a bit away from the parent bone thye follow. I cant do that in MS3d, casue it screwes up the animations. How'd you do it for the heads?

Once you have your ref smd file in milkshape with your extra bones that you added using a text editor, you then load up the anim smd file you wish to edit, and edit it in animation mode, and you should not get any probs. Where as if you move the bones while in normal mode, then this results in the object screwing up.

The key is when editing an existing models anims, is not to move any bones in normal mode only anim mode, else you can bet it will screw up your model. So when adding any new bones, use your text editor to postion them, so when loaded up into milkshape your new bones are where you would like them before animating.


If you get any probs Devin PM me.

<-CoolRain->
06-11-2003, 01:28 AM
Looks very cool,

Is it possible for all hits, even on the body itself?
Would be cool to see all the impacts on bodies.
Than you'll see all bullet holes. ?? Is it possible?

Divium
06-11-2003, 07:50 AM
Im betting that yes, it is possible, but it would take a shizzaload of work to do.

MaRzY
06-11-2003, 09:30 AM
I guess it would be possible, although i can't say i've given it any thought. But docrage has, and he's released a model set that has blood body skins, the only thing i'm not keen on myself about them is they nearly double the polycount of a model, and only work with the headshot anim, still the idea is great but IMO just not very efficient.

You can find them here http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=8549&perpage=10&pagenumber=1

JAJAHU
06-11-2003, 11:30 AM
little chunks coming out of the back of the head would be cool.

or an attachment for a nice splashy blood sprite...

MaRzY
06-11-2003, 12:08 PM
Originally posted by JAJAHU
little chunks coming out of the back of the head would be cool.

or an attachment for a nice splashy blood sprite...

Yeah i thought about adding a blood sprite, but i don't know which event number calls up the blood sprites, because i don't think you can attach a sprite without an event, or am i wrong, can you set the path to a sprite, at the end of a chosen sequence.

I supose i could use the muzzleflash3.spr as dod does not use it, well it never in early releases and i don't think it uses it now. I could call on this sprite no probs from the qc file, and change it to a blood sprite instead.

But if anyone knows what events call up the blood sprites please tell.

Vash
06-11-2003, 12:55 PM
I was thinking of that exact same thing too Marzy, be cool to attach a sprite to have a little gush of blood like CS's headshots. Oh, and to the idea of the battle damaged player models, couldn't you like, make one for gutshot with his chest or stomach blown out... his back blown out for die forward...etc... and then use the ragged body one for a gren explosion. (for when they're reimplemented in 1.1) I know that's a smack load of stuff, but something for a long-term future project...these heads will tide me over nicely once everyone gets a full set for all models..

Summers
06-13-2003, 08:35 AM
Will this be easily compatible with custom player models?

MaRzY
06-13-2003, 09:36 AM
Originally posted by Summers
Will this be easily compatible with custom player models?

Not really, the only way you could make this work with custom models, is by putting these heads on custom models, else the only other way would be to edit the custom heads in the same way as i am these default ones.

I may put a tut together when i release this German set, on how to edit the heads, then if they catch on, maybe someone else will do this with more model heads, like those on the custom models.

I've not really had chance to work on these over the last 3 days, but i hope to get a good chunk done over this weekend, or maybe finished, ill see how things go.

06-13-2003, 09:47 AM
Hey all,

I like alot, definately gimmie a shout when you release and I'll mirror them from DoD Supply (http://www.dodsupply.co.uk).

06-13-2003, 10:11 AM
man i lurv you :p

Cs42886
06-13-2003, 02:58 PM
If ya ever figure out how to add another blood sprite to the model, i'll make a cool blood sprite for ya.:)

MaRzY
06-13-2003, 03:39 PM
I think a blood sprite could be added to the model, like i said if we can't sus out what code calls the blood sprites, we can always use the muzzleflash3.spr. I was talking with Jed last night and he was on about looking into it, i don't know if he has yet but i'm sure it could be done.

Ill let you know if i find out anymore.

And thanks for the offer.

schnozzletov
07-02-2003, 10:19 PM
When are these babies coming out!!! They look terrific.
Oh and by the way, how do i get my sig to work? thanks a lot

Sclass12
07-02-2003, 10:21 PM
put and instead of and

RealyPssd
07-08-2003, 09:39 AM
How're these comming aloing :eek:

07-08-2003, 07:13 PM
yes, i, too, would, like, to, know.

gabagoo
07-08-2003, 08:04 PM
me hungry me listens to whopper
yes how are these coming along:confused:

Fetus
07-30-2003, 07:46 PM
Bumpzor =\
Where /cry

schnozzletov
08-19-2003, 03:39 PM
When are you releasing this...or did you already release them and I'm just a moron?
Thanks for your time!

MaRzY
08-20-2003, 10:11 AM
I've put the project on hold for the time being, i'm working on other projects that i would like to get finished first. So it would be unfair to say when i will get this project finished and ready for release, because i don't know at this point in time.

:(

mumblyjoe
09-08-2004, 08:12 PM
They are looking nice, a fair bit cleaner then the method I was using (based on Pondunkian's idea)

EDIT: I see what you've done now I actually read what you posted properly. It is the same as the edits I made to Pondunkians but yours looks cleaner then mine (probably just poor meshing on my behalf :p)

Silverghost
09-08-2004, 10:18 PM
holy thread bump batman!

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