[MWIP] New Headshot Effect


Podunkian
06-07-2003, 03:35 PM
Yeah I was gonna write a long writeup, but I'll save that for the actual release

Podunkian
06-07-2003, 03:37 PM
Special thanks go to Vash and [-=BB=-]Matchew|e1 for standing there while I shot their faces.

Vash
06-07-2003, 03:37 PM
Yaaay that's me getting his head blown off!!!! Yay I'm famous!! ... Either way, great job on getting around the little problem Marzy had with the file consistency dude, it was an honor to be a test dummy for this thing...

Frontschwein
06-07-2003, 03:41 PM
Do you mean this blood texture will show up after I shoot a guy into the face. Thatīs great!
But I allways thought this is not possible.

06-07-2003, 03:42 PM
Thats awsome man, good work! :D Now if only you could do that for every other body part..

Podunkian
06-07-2003, 03:46 PM
Hahah, not possible, because they don't have different deaths for every part of the body hit.

Russ. Conscript
06-07-2003, 10:07 PM
so you mean, this can be done? really? thats great, cant wait to see what u plan on releasing :D

Sgt.Sinister
06-07-2003, 10:10 PM
Maybe we'll be able to have a texture showing a bullet hole in the head OR a new head models so that instead of the helmet flying off, there's a hole in his head.

Anyways, gg. And Russ, get on AIM plz.

MaRzY
06-07-2003, 10:16 PM
Nice one i see my idea has caught on quick, you got yours to work ingame, how do yours work, and have you had any probs with file consistency.

Well done ..:)

Russ. Conscript
06-07-2003, 10:33 PM
yeah... i would love to see that.. that way models could be made with helmets attached, and then you could make a bullet hole texture on the helmet.

ah.. only gets better thinkin aobut it... :D

@sgt.sinister, tomorrow... its late. imma go watch a movie or somethin..

Lorda Mercy
06-07-2003, 11:09 PM
Ques:

Can we apply blue (transparency) sprites to the anim to make the head look like chunks are missing?

Podunkian
06-08-2003, 01:35 AM
Here's how mine works (I got the idea off of Return to Castle Wolfenstein's blinking animations). I make a copy of the front part of the face, that I hide inside the head itself. I add a bone to the head bone (in notepad). Then what I do is I load up the death animation in notepad, add in the necessary bones, and because when milkshape imports, when it doesn't find a bone, it uses the same rotation/offset as the frame before it, I just added an entry for the bone that moves it slightly in front of the real face in the 0th frame of the animation, and then let milkshape apply that same rotation/offset to the rest of the frames. Then I resaved the animation in Milkshape, and compiled the mother facker.

I did a new version of it that makes the face cave in, but it looks a TAD bit odd (and for a millisecond you see a frame you shouldn't because of half-life's frame interpolation). I did this one by deattaching the face from the head, giving it its own bones, then flipping the face 180 degrees (so that its backfaces are showing), and then moving the caved in face forward. It looks pretty effective too.

Lorda Mercy
06-08-2003, 02:03 AM
Take note, kids:
Pod demonstrates true "leetness."

06-08-2003, 02:11 AM
Originally posted by Podunkian
Here's how mine works (I got the idea off of Return to Castle Wolfenstein's blinking animations). I make a copy of the front part of the face, that I hide inside the head itself. I add a bone to the head bone (in notepad). Then what I do is I load up the death animation in notepad, add in the necessary bones, and because when milkshape imports, when it doesn't find a bone, it uses the same rotation/offset as the frame before it, I just added an entry for the bone that moves it slightly in front of the real face in the 0th frame of the animation, and then let milkshape apply that same rotation/offset to the rest of the frames. Then I resaved the animation in Milkshape, and compiled the mother facker.

I did a new version of it that makes the face cave in, but it looks a TAD bit odd (and for a millisecond you see a frame you shouldn't because of half-life's frame interpolation). I did this one by deattaching the face from the head, giving it its own bones, then flipping the face 180 degrees (so that its backfaces are showing), and then moving the caved in face forward. It looks pretty effective too.

Good lord, nice creative work there. How the hell you thought of doing it like that, I have no idear.

06-08-2003, 07:25 AM
nice, wen u plan on releasing? and will we be able to edit just fru HLMV not all the qc. or wat ever it is :p

Sclass12
06-08-2003, 07:36 AM
8Prays* Dear God, would you make the animations on this man's work work so he could release it?*

Dillinger
06-08-2003, 10:18 AM
Very nice work! I'd like to see Marzy's bullet-in-the-head texture applies to your work and then release!

NeoSkink
06-08-2003, 10:36 AM
And DoD's realism just went up another notch! :cool:

-=JaCoBsOn=-
06-08-2003, 10:57 AM
I would love to use that!!! :) Great idea and everything.. ;) Hope it comes true. :rolleyes:

Russ. Conscript
06-08-2003, 11:14 AM
Podunkian, you seem very talented with milkshape..im surprised we dont see you around here more often. you were barely around back in 3.0... cept mabey for your distance sound pack thing..

great job on this, its gonna be an awesome feature. :)

JoJo
06-08-2003, 03:45 PM
Dont give up on them yet m8, this is truely amazing, I've nearly change every aspect of DoD, but this is the first truely unique thing I've seen, well done!

06-08-2003, 08:36 PM
you should make the middle of the face transparent in some way, that way there would be a hole in the face.... its sick i know, but you cant say that owuldnt be cool...

06-09-2003, 12:05 AM
I don't think you can make a seethrough hole through the head, because that would expose some backfaces of the model. That will look really ugly up close.

You might be able to add another mesh to fill in the backfaces, but that's just so much work for such a little thing. I don't think it's very realistic anyway.

06-09-2003, 12:37 AM
this is truely a great new idea but i have a few questions on its effectiveness.

1) is the only way to do this awesome new trick through notepad hackin because if it is im not sure how many modelers will bother with it.

2) how does it look when this happens in game when your up close to the person; is it like all the sudden bam face change and you notice it or will you never see the face change and your "like whoa i just blew that suckas head off."

3) will you ever actually see this enough to make it worth doing and if you do it does it bog down FPS cuz if im playin on a big server i could care less how it looks when i kill someone as long as the effect doesnt get me killed with lag when it happens to 10 ppl suddenly(also not sure how much time i spend lookin at the fallen when i got ppl shooting at me).

4)when will you be releasing a model pack with the new effect:D

06-09-2003, 12:47 AM
nice

Podunkian
06-09-2003, 01:21 AM
Originally posted by V@$H
this is truely a great new idea but i have a few questions on its effectiveness.

1) is the only way to do this awesome new trick through notepad hackin because if it is im not sure how many modelers will bother with it.

2) how does it look when this happens in game when your up close to the person; is it like all the sudden bam face change and you notice it or will you never see the face change and your "like whoa i just blew that suckas head off."

3) will you ever actually see this enough to make it worth doing and if you do it does it bog down FPS cuz if im playin on a big server i could care less how it looks when i kill someone as long as the effect doesnt get me killed with lag when it happens to 10 ppl suddenly(also not sure how much time i spend lookin at the fallen when i got ppl shooting at me).

4)when will you be releasing a model pack with the new effect:D

1) It's a difficult thing to pull off, not many modellers will attempt it.

2) It changes instantly (At the start of the animation, the face is bloodied)

3) Depends on how good of a shot you are. These animations play when you head shot kill someone (Both crouching and standing animations supported). You'll never see the effect otherwise. About performance, there is a slight increase in the number of polys because I make a copy of the triangles on the face. It shouldn't be a performance hit though.

4) I made another thread with a test of these models (one face only, but still it works)

Cheeto
06-09-2003, 11:02 AM
See I like this effect better than my total decapitation, because it's more subtle and more realistic. As opposed to mine which supposed to be way the hell over the top, since you can see you blew his head the **** up. :D Though I'll still do mine for anyone that wants it. But I might use this effect myself.

Purple Haze
06-09-2003, 12:23 PM
are those effects possible to implement on other body parts? So we'd have damage specific skins on budget so to speak.

Heinrich M
06-09-2003, 12:33 PM
This is simply amazing work by all who are involved in it, can't wait for the release! :)

08-24-2003, 08:47 PM
I have looked through the us-inf.mdl thing with a mdl viewer.... and I found there are 3 animations I want custom done... Ok, I found a foward explode and a backward explode,and a headshot animation. I want the headshot to decapitate him... and the forward and bakward explodes have him blow a leg, arm and part of his head off..... to make it appear random make the forward explosion blow his left leg, right arm, and the back of the head. And make a backward explosion blow his right leg up to the knee, the left arm, and his face off... this would be greatly appreciated.... :D Im sure others would like it too.... you'd be famous again.. ;) :cool:

Sting
08-25-2003, 12:36 AM
Originally posted by poison_miller
I have looked through the us-inf.mdl thing with a mdl viewer.... and I found there are 3 animations I want custom done... Ok, I found a foward explode and a backward explode,and a headshot animation. I want the headshot to decapitate him... and the forward and bakward explodes have him blow a leg, arm and part of his head off..... to make it appear random make the forward explosion blow his left leg, right arm, and the back of the head. And make a backward explosion blow his right leg up to the knee, the left arm, and his face off... this would be greatly appreciated.... :D Im sure others would like it too.... you'd be famous again.. ;) :cool:



Whoever made a limb fly off would be god.

Podunkian
08-25-2003, 07:27 AM
It's possible, but I always thought that the animations didn't display ingame in 1.0 as a bug.

Russ. Conscript
08-25-2003, 05:16 PM
i think the limb loss idea for explosion animations would be awesome, i mean it has to be done. ever scince the dod team removed gibs and gore all together, ive been dying to see some.

but of course in realistic bounds... i dunno if his head coming off when a head shot happens would be to great, imo...but if you could make it so the character loses a leg or something in the explosion animation..that would be great :)

08-26-2003, 07:37 AM
Well, maybe not limb flying off, but limbs missing may work.....
like wat Podunkian said, add a bone and turn the limb outside in during a death by explosion anim....

jus a newbie's idea.....but worth a try......

Podunkian
08-26-2003, 08:21 AM
It works, but it looks incredibly fake and really, really dumb :P

08-26-2003, 06:53 PM
Ok. I am sorry for the misunderstanding...... I didnt mean literally blow off.... I mean just add transparency textures with bloody textured one-sided polygons placed inside the body.... I included a low detail but highly useful picture in this post to help people understand the concept... Hopefully you will get it.....

Podunkian
08-27-2003, 12:24 AM
You can't make a texture turn transparent. But I know what you mean, and that's what I did and it didn't look pretty.

Russ. Conscript
08-27-2003, 01:13 PM
well it cant be THAT bad.. or really? is it that noticeable?

i remember doc rage did somehing where instead of the helmet being blown off, when a head shot occured, the body would look all bloody, with the use of transparencies..

there has to be a way to do it :(

08-27-2003, 01:22 PM
Show us some screenshots of both products... So we can judge it....... I am going to try to work on a sample animation in Truespace and see if it works right. I am going to extract the people models from the game to use in the animation...

Ralfst3r
08-27-2003, 03:06 PM
Wow, that's amazing :) Right b tween the eyes :)

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