What's the best implementation of gore in a Doom 3 mod to date?

Started by EoceneMiacid, April 23, 2019, 03:41:58 AM

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EoceneMiacid

One of the things on my project checklist is to address the gore, or rather, the lack of it.

Nothing but firmly over the top will do, I'm afraid :)

What is the best Doom 3 implementation of gore to date?


xyzz

Perfected has some nice gibbing FX, alongside better bloodsquirt particles.

The Happy Friar

#2
W/o any code changes, D3 has a built in gib system not used to much.  https://web.archive.org/web/20070328060944/http://www.sterlingshield.net/home/steve/doom3/may05.html scroll down a little bit.
in the modeldef's you can add particles to joints too.

EoceneMiacid

Hey thanks Friar, that looks like an interesting place to start.

Some of Prey and Q4's enemies also have some pseudo-gibbing features, which are achieved with different models and skins hiding certain materials. I was thinking to try and adapt some Doom 3 zombies like that, but I know very little about 3D modeling, unfortunately.

Dunno if the Perfected Doom 3 guy is still around?

xyzz

Yeah. He's active on his ModDb.

https://www.moddb.com/members/vgames

You could look at this to see how it works

http://planetdoom.gamespy.com/View028a.html?view=Doom3Mods.Detail&id=90

It's a combination of particles, gib models and setting up the weapons that gib.

EoceneMiacid

Alright, this information provided me with a few research-worthy leads. Thanks guys.

EoceneMiacid

Okay, got it figured out. Spent a lot of time working on new particles, including blood sprays and splatters, which lead me to gibbing. I now have nice and painful-looking bullet wounds with blood gushing out, and scorch marks (with billowing smoke) for energy weapons.

As for gibbing, the setup is quite simple. You define a skin for each npc/monster that sets all used materials to textures/common/nodraw, then set it with 'skin_dropgib", so the monster instantly becomes invisible when gibbed. Then you spawn blood and gib chunks from joints.

So now all I need is better gib chunks. The ones in vanilla Doom 3 do not sell the illusion well at all.

Ideally, I would take each monster/NPC model, separate it into pieces (head, torso, arms, legs) and export each piece as a .lwo, to be spawned as a gib. Anybody know how to do this? Blender, I would presume?




VGames

You could remove the monster when gibbing via the monster's script file. I used "remove();" to remove them when they were killed by specific weapons and their health dropped to specific negative numbers. That way gibbing was more random and not so definite.

Blender would work.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

EoceneMiacid

Yeah, I was thinking to do this via scripts too. It's definitely more flexible that way. I really like how you've done the plasma rifle's alternate shot,
leaving nothing but a smoldering skeleton.


VGames

Quote from: EoceneMiacid on May 13, 2019, 03:59:22 AM
Yeah, I was thinking to do this via scripts too. It's definitely more flexible that way. I really like how you've done the plasma rifle's alternate shot,
leaving nothing but a smoldering skeleton.

Yeah it's got that FEAR inspired death.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

EoceneMiacid

FEAR is awesome.

Have you played the FEAR Complete mod?

VGames

No I haven't played any FEAR mods. Just the actual games 1 & 2.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

EoceneMiacid

FEAR 2 blew me away. Some of the best storytelling and creepiest horror I've witnessed in any game ever.

VGames

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500