Page 38 of 41 FirstFirst ... 132829303132333435363738394041 LastLast
Results 741 to 760 of 814

Thread: == Blood Mod Project ==

  1. #741
    The Lacedaemonian's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    The Ruins Of Lacedaemonia
    Posts
    611

    Default Re: == Blood Mod Project ==

    dont get your hopes up though.
    Known As The Spartan At The ORG
    If You Dont Download These Spartans Will Destroy You!
    Current Version: 1.0 Next Version: Finished. (I Think) Updates,Patches,Extras,Mini-Mods

    Feautures:New Units, Longer Battles,New Historical Regions In The Campaign Map, Lots Of New Reigons, Better Historcal Battles, More Buildings, And Much, Much, More
    Kaweh K's Artwork

  2. #742

    Default Re: == Blood Mod Project ==

    i'm new to the modding, but i think i got how the actions tie together:
    remember the blood mod for projectiles? the thing modded the burning man effect to include blood, so i guess we have to modifie the file which describes dead units on the ground, also the sound thing does not work, visual and audio never ties, i dont think we can get the blood to appear as the units clash, but maybe on the ground?
    Live a good healthy life with no regrets.

  3. #743
    The Lacedaemonian's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    The Ruins Of Lacedaemonia
    Posts
    611

    Default Re: == Blood Mod Project ==

    that would still be good, but if you wanna continue Archer's work, i guess you can pm him for the modded files.
    Known As The Spartan At The ORG
    If You Dont Download These Spartans Will Destroy You!
    Current Version: 1.0 Next Version: Finished. (I Think) Updates,Patches,Extras,Mini-Mods

    Feautures:New Units, Longer Battles,New Historical Regions In The Campaign Map, Lots Of New Reigons, Better Historcal Battles, More Buildings, And Much, Much, More
    Kaweh K's Artwork

  4. #744

    Default Re: == Blood Mod Project ==

    Quote Originally Posted by The Lacedaemonian
    that would still be good, but if you wanna continue Archer's work, i guess you can pm him for the modded files.
    ...for which i have no idea what i did to them.

    basically replace the fire arrow effect (burning man effect) with a particle effect (like dust) and change the RGB colors for it.



    now edit the missile.txt so every weapon that has been thrown or shot is "fiery". you will loose the burning man effect, but instead you get some blood effect.

    I know, easier said than done, but hey, experienced modders might know what i'm talking about.

  5. #745
    The Lacedaemonian's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    The Ruins Of Lacedaemonia
    Posts
    611

    Default Re: == Blood Mod Project ==

    hm... is it possible to make melee weapons have the fiery effect too?
    Known As The Spartan At The ORG
    If You Dont Download These Spartans Will Destroy You!
    Current Version: 1.0 Next Version: Finished. (I Think) Updates,Patches,Extras,Mini-Mods

    Feautures:New Units, Longer Battles,New Historical Regions In The Campaign Map, Lots Of New Reigons, Better Historcal Battles, More Buildings, And Much, Much, More
    Kaweh K's Artwork

  6. #746

    Default Re: == Blood Mod Project ==

    Quote Originally Posted by The Lacedaemonian
    hm... is it possible to make melee weapons have the fiery effect too?
    nope. not without accessing the core files of RTW, which remains unaccessable to be edited. Only someone with a serious script skill and animating skill as well as
    expert understanding of effects, models, textures and coding could do it.

  7. #747
    The Lacedaemonian's Avatar Biarchus
    Join Date
    Jul 2006
    Location
    The Ruins Of Lacedaemonia
    Posts
    611

    Default Re: == Blood Mod Project ==

    two letters: CA.


    but id like to look into this. id like to try it perhaps.

    firstly which text file did you edit to replace the burning effect to a particle (aka dust)


    maybe i can go on from there.
    Last edited by The Lacedaemonian; August 06, 2006 at 10:45 AM.
    Known As The Spartan At The ORG
    If You Dont Download These Spartans Will Destroy You!
    Current Version: 1.0 Next Version: Finished. (I Think) Updates,Patches,Extras,Mini-Mods

    Feautures:New Units, Longer Battles,New Historical Regions In The Campaign Map, Lots Of New Reigons, Better Historcal Battles, More Buildings, And Much, Much, More
    Kaweh K's Artwork

  8. #748
    splin's Avatar Laetus
    Join Date
    Aug 2006
    Location
    Belgium
    Posts
    8

    Default Re: == Blood Mod Project ==

    this bloodmod aint dead is it?

  9. #749
    Legione's Avatar Ordinarius
    Join Date
    Feb 2006
    Location
    bronx, NY
    Posts
    769

    Default Re: == Blood Mod Project ==

    I thought the blood mod wasn't possible unless you sacrificed some other effect in the game? Fire was it?





    _________________________________________________________________________________________________________________
    "Every man is his own ancestor, and every man is his own heir. He devises his own future, and he inherits his own past."

  10. #750
    Average British Student
    Join Date
    Mar 2005
    Location
    England
    Posts
    2,908

    Default Re: == Blood Mod Project ==

    Blood mod was given up due to techincal problems like hardcoded files

  11. #751
    Spajjder's Avatar Senator
    Join Date
    Sep 2004
    Location
    Stockholm
    Posts
    1,069

    Default Re: == Blood Mod Project ==

    wasnt it a bloodmod before.... but al it did was to make alot of red smoke when units got fired upon.. nothing in melee
    Head Scout: You've got three days to earn a badge.
    Peter:Three days? That's tomorrow! We gotta get going!

  12. #752

    Default Re: == Blood Mod Project ==

    is it possible to adapt this for BI, even if i must remove flamming for all the game ?
    In the time of my mod, no flamming projectiles, so ...

    please !!
    Hegemonia's historian, coder, skinner, 2D work... and all the rest too !!

  13. #753

    Default Re: == Blood Mod Project ==

    Where can you now download it?

  14. #754
    Welshman25's Avatar Centenarius
    Join Date
    Apr 2009
    Location
    The USA
    Posts
    814

    Default Re: == Blood Mod Project ==

    Hey I'm pretty sure this thread is dead, but...

    I am playing RTW again and I really would like this blood mod. Does anyone know where the download is?

  15. #755
    Reverend Scott's Avatar Senator
    Join Date
    Apr 2008
    Location
    Missouri, but from California
    Posts
    1,092

    Default Re: == Blood Mod Project ==

    Anyone ever figure out the blood question? lol
    www.samsarra.com
    iTunes:
    http://itunes.apple.com/us/album/id498281682?ign-mpt=uo%3D5
    Proud Beta tester for 300 Warlords of Sparta
    Proud Beta tester for Hic Est Lacedaemon
    Proud Beta tester for British East India Company - The Indian Mutiny (BEIC)
    Proud Beta tester for American Civil War - The Blue and the Grey 2.65-3.0

  16. #756

    Default Re: == Blood Mod Project ==

    Nope, it's not possible to do due to a lot of the game being hard coded.
    "What? Men dodging this way for single bullets? What will you do when they open fire along the whole line? I am ashamed of you. They couldn't hit an elephant at this dist..."- The last words of General John Sedgewick, killed by a sniper in the American civil war







  17. #757
    billydilly's Avatar Senator
    Join Date
    Mar 2005
    Location
    Copenhagen
    Posts
    1,056

    Default Re: == Blood Mod Project ==

    But it works in M2TW?
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  18. #758
    Halie Satanus's Avatar Emperor of ice cream
    Join Date
    Nov 2005
    Location
    London
    Posts
    19,998
    Blog Entries
    1

    Default Re: == Blood Mod Project ==

    If the modding community had access to the resources CA have, I dare say it could be implemented in RTW as well. But we don't.

  19. #759

    Default Re: == Blood Mod Project ==

    This would be a lot of work, but what about adding extra bones inside the torso, with attached blood mesh also hidden inside the torso. The death animation just includes these bones coming out of the torso in a spraying fashion. It would be a big job for just changing vanilla, maybe...

    I'm not sure how adding bones affects a model that is already rigged. Maybe, if lucky, it is as easy as just linking to the existing bones, as the new ones don't affect the original mesh. The blood splats don't need to be skinned just parented because they don't deform.

  20. #760

    Default Re: == Blood Mod Project ==

    maybe use the cape bones. that way you could add blood for most models.

    Proud creator of the original describe the person above you thread in '09.
    Also proud ragequitter.


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •