Brewtal_Legend Posted June 17, 2010 I just finished playing through Legacy of Suffering mod. I really like it. Anyways, one thing in particular that caught my eye was the way the blood splatter in Los. How it splashes against the wall and seems to be just more bloody than the original doom levels. Is there any way to add the way the blood squirts and splashes in Los to the original doom or other mods? I was also wondering if there was a way to add the glowing eyes that the zombies and demons have in LOS? 0 Share this post Link to post
Gez Posted June 17, 2010 Well, just look at how LoS did it. A good place to start your investigation would probably be the DECALDEF lump. Use ZDoom wiki for documentation and reference. 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 So, can I just use the decalinfo lump in a separate wad? Or do I have to edit and tweak it? 0 Share this post Link to post
zZaRDoZz Posted June 18, 2010 I was impressed with the screen shake in LOS myself. 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 ok, so I opened up los.pk3 and started poking around. I believe I found the graphics for the blood splatter, but the decaldef seems to be in another language. I think Portugese. I'm not sure how to take them out and put into a separate wad. I have no clue about the glowing eyes still. 0 Share this post Link to post
Gez Posted June 18, 2010 Glowing eyes use brightmaps, defined in a GLDEFS lump. DECALDEF are not in Portuguese, though individual decal generator may be given any sort of names, the keywords are in English and the syntax is simple. http://zdoom.org/wiki/DECALDEF http://zdoom.org/wiki/GLDEFS 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 Gez said:Glowing eyes use brightmaps, defined in a GLDEFS lump. DECALDEF are not in Portuguese, though individual decal generator may be given any sort of names, the keywords are in English and the syntax is simple. http://zdoom.org/wiki/DECALDEF http://zdoom.org/wiki/GLDEFS I mean all the headers and comments are not in English. I can't see anywhere where it specifies that it is the section that controls the blood splatter. You'd have to see it to see what I mean I guess. 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 ok. I looked again. I found this: //============================== // Sangue ====================== Decal Sangue01 31 { pic BSPLAT1 shade "30 00 00" } Decal Sangue02 32 { pic BSPLAT2 shade "30 00 00" } Decal Sangue03 33 { pic BSPLAT3 shade "30 00 00" } Decal Sangue04 34 { pic BSPLAT4 shade "30 00 00" } Decal Sangue05 35 { pic BSPLAT5 shade "30 00 00" } Decal Sangue06 36 { pic BSPLAT6 shade "30 00 00" } Decal Sangue07 37 { pic BSPLAT7 shade "30 00 00" } Decal Sangue08 38 { pic BSPLAT8 shade "30 00 00" } Decal Sangue09 39 { pic BSPLAT9 shade "30 00 00" } Decal Sangue10 40 { pic BSPLAT10 shade "30 00 00" } Decal Sangue11 41 { pic BSPLAT11 shade "30 00 00" } Decal Hand 66 { pic GHOSHAND x-scale 0.015 y-scale 0.015 } // ============================ // GZDoom BLoods ============== decal BloodSplat1 { pic BSPLAT1 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat2 { pic BSPLAT2 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat3 { pic BSPLAT3 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat4 { pic BSPLAT4 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat5 { pic BSPLAT5 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat6 { pic BSPLAT6 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat7 { pic BSPLAT7 shade "30 00 00" x-scale 0.35 y-scale 0.35 randomflipx randomflipy } decal BloodSplat8 { pic BSPLAT8 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat9 { pic BSPLAT9 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat10 { pic BSPLAT10 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat11 { pic BSPLAT11 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat12 { pic BSPLAT12 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat13 { pic BSPLAT13 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat14 { pic BSPLAT14 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat15 { pic BSPLAT15 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decal BloodSplat16 { pic BSPLAT16 shade "30 00 00" x-scale 0.75 y-scale 0.75 randomflipx randomflipy } decalgroup BloodSplat { BloodSplat1 1 BloodSplat2 1 BloodSplat3 1 BloodSplat4 1 BloodSplat5 1 BloodSplat6 1 BloodSplat7 1 BloodSplat8 1 BloodSplat9 1 BloodSplat10 1 BloodSplat11 1 BloodSplat12 1 BloodSplat13 1 BloodSplat14 1 BloodSplat15 1 BloodSplat16 1 } I'm still not sure how to implement it though. I'm not sure if the "sangue" part is needed, but it does have the blood sprites in it, so I put it there. Alos, the blood sprites are in a separate wad inside the .pk3 then the decaldef is. Do I have to keep both wads and just remove everything besides what I want? (sorry, I'm not sure how to use the code window when posting code) 0 Share this post Link to post
Gez Posted June 18, 2010 Use {code}{/code} tags. Except with square brackets [] instead of curly braces {}. As for the sangue decals, they are apparently there just to allow to put blood splatter in the map directly. But you'll need their graphics, since they're the same ones used by the replacement BloodSplat* decals. Those are those you want. 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 so I should just need the "gzdoom bloods" section of the decaldef in it's own decaldef file plus the sprites.wad with the "blood/" folder with the bsplat1-16 sprites? BOthe in another wad or pk3? That should be all I need? I read that to do the glowing eyes in gldef, I would have to make greyscale sprites of all the enemies. Is that right? If so, I may just leave it be since I am not very good at graphics editing and only have ms paint. 0 Share this post Link to post
Gez Posted June 18, 2010 Yeah, brightmaps are grayscale sprites. The brighter the grey, the brighter the corresponding area of the sprite is: fully black is not birghtened at all, fully white is always full bright. If you dig around LoS's resources, you will find the brightmaps. Note that GZDoom comes with a brightmaps.pk3 file which you could autoload. It does not have glowing eyes, but its brightmaps could be edited to add them. 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 Thanks for the help Gez. I got the blood decals working. Funny though, they seem a bit too excessive outside of LOS now that I tried them in regular doom. I think it's because of how dark LOS is. A good shotgun blast to a zombie can practically paint the entire wall and any switches on it too. How would I tweak the brightmaps in the gzdoom brightmap file? just go in and make the enemy eyes white? 0 Share this post Link to post
Brewtal_Legend Posted June 18, 2010 tried looking in brightmaps for gzdoom. It doesn't seem to have all the enemies in there. And the ones it does, they are mostly black and I have no idea where the eyes should be. 0 Share this post Link to post
Gez Posted June 18, 2010 Compare with the actual sprite (from doom2.wad). And of course they are mostly black, they're meant to be, so that only the brightened parts are highlighted. 0 Share this post Link to post