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gibbing.  "just courious."

User is offline   Devon 

#1

now im not talking about random death animations on monsters although that would ofc be very cool too. a very famous game witch had this was quake 2 but ofc you all already know about this.

another little older game called chasm the rift had gibbing (i think its called that) so when you for example took a powerful 2barrel shotgun blast at an enemies arm at close range the arm would simply be blown off. this was in 1996 i think and a very cool feature for its time. this could be applied to heads,arms,leggs even cut them in half with some even more powerful Weapons. this doesnt mean the enemie would instantly die but rather flee or continue fighting. ofc if you shoot the bastard in half he will die i think they did anyway haha.


just courious would this be possible to develope for duke nukem ? if so is there a gibbing code that i could modifyand put in the engine or do i have to start from scratch ?

This post has been edited by Devon: 18 October 2009 - 05:11 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#2

Anything can be made to gib providing you make the art/models for it.
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User is offline   Devon 

#3

View PostThe Commander, on Oct 18 2009, 06:37 AM, said:

Anything can be made to gib providing you make the art/models for it.



i will look some at this hopefully i got the skills needed to make it happen.

could be like having our own little ghoul engine in duke.


for those who dont know the goul engine was used in soldier of fortune to make enemies get dismembered with shooting them in differnt parts of their body.
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User is offline   Jimmy 

  • Let's go Brandon!

#4

Its possible. Nuclear Showdown for example has headshots for the Enforcers and Pigcops. I was able to code a brand new gib system using projectiles, they bounce around, squirt blood, and all that jazz.
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User is offline   zchri9 

  • Honored Donor

#5

View PostCaptain Awesome, on Oct 18 2009, 11:22 AM, said:

Its possible. Nuclear Showdown for example has headshots for the Enforcers and Pigcops. I was able to code a brand new gib system using projectiles, they bounce around, squirt blood, and all that jazz.

Show a preview! :o
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User is offline   Jimmy 

  • Let's go Brandon!

#6

Stupid timewaster.
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User is offline   NF64 

  • Touched by the Banhammer

#7

View PostCaptain Awesome, on Oct 21 2009, 07:36 PM, said:


better than deeperthoughts gibbing AND with the head kicking is better than james nuclear showdown :o
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User is offline   Jimmy 

  • Let's go Brandon!

#8

Wow, thanks. I must admit that the head kicking is almost exactly the same as James' code, since I lifted it from NS. I just modified it slightly and added the kick animation. I think however, that I may make it work like Postal 2, where you have to kick it yourself. The autokick can be kind of annoying at times.
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User is offline   NF64 

  • Touched by the Banhammer

#9

View PostCaptain Awesome, on Oct 21 2009, 08:27 PM, said:

Wow, thanks. I must admit that the head kicking is almost exactly the same as James' code, since I lifted it from NS. I just modified it slightly and added the kick animation. I think however, that I may make it work like Postal 2, where you have to kick it yourself. The autokick can be kind of annoying at times.


kinda expected that but what impressed me was that when you kick the head you see dukes foot. The gore is outstanding, im kinda jealous in a way :o
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User is offline   Stabs 

#10

thats some pretty damn nice gibs for 8-bit stuff

need that code with some nice highres png trans blood and some 3d models, look great :o

Iam considering tweaking exsisting blood effects with soft glow edges so they will look and blend alot better myself
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User is offline   Jimmy 

  • Let's go Brandon!

#11

View PostDanM, on Oct 21 2009, 10:20 PM, said:

need that code with some nice highres png trans blood and some 3d models, look great :o

I refuse such an atrocity to occur. ;)

This post has been edited by Captain Awesome: 21 October 2009 - 06:27 PM

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User is offline   Danukem 

  • Duke Plus Developer

#12

I made a projectile based jib system like that for my DNWMD mod a few years ago. It uses modeled jibs and they squirt blood and rotate in the air, and bounce (in fact they bounce too much, but it's fun to watch them rebound off of walls like they were rubber balls). I didn't port it over to Duke Plus. Instead, I kept the hardcoded jib trajectories and added some effects to them. Both methods are good, and I don't see how one is superior to the other.
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User is offline   TerminX 

  • el fundador

  #13

I think the projectile method is superior, as you can base the velocity and everything on the damage done, the direction it came from, et cetera.
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User is offline   Jimmy 

  • Let's go Brandon!

#14

View PostTX, on Oct 21 2009, 11:47 PM, said:

I think the projectile method is superior, as you can base the velocity and everything on the damage done, the direction it came from, et cetera.

Damn, I hadn't even thought of this. Thanks for mentioning it.
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User is offline   Danukem 

  • Duke Plus Developer

#15

View PostTX, on Oct 21 2009, 08:47 PM, said:

I think the projectile method is superior, as you can base the velocity and everything on the damage done, the direction it came from, et cetera.


So what would you say should be the difference between the jibbing that occurs from a direct rocket hit, and the jibbing from a pipebomb that was barely enough to kill? Ideally, we would be able to break the body down into chunks of any size, so an explosion that does less damage only blows off a limb and does minor damage to the rest of the body, whereas a big blast scatters smaller jibs all around with a few big chunks. That would be the single most important area of customization, imo. But what we (or at least I) have had to work with doesn't allow for that: every jibbing is a complete jibbing with all limbs removed and (with one exception for the pigcop jibs I use) nothing left of the torso but internal organs. So, we're kind of limited in how we can portray different degrees of jibbing. We can make the velocity of the jibs depend upon the impact, but since most jibbings occur from high damage impacts, as a practical matter what that will mean is jibs flying farther. In fact I doubt that most people would even notice the difference between a system where all jibs flew far and one where their distance depended upon the amount of damage. Nor does that even require custom projectiles: with a few lines of code I could add some function of the htextra of the spawning actor to the xvel of its jibs. As for angle: I'm no expert on the subject, but surely there is a large random component to the way jibs fly, regardless of the angle of attack. I remember seeing a video a few months ago taken with nightvision from a police helicopter of a guy shooting himself in the head with a shotgun. The way the chunks of brain and skull fragments few off in different directions looked remarkably similar to the standard Duke jib movements and it seems to have no bearing on the angle of the shot.

Sorry for the long post, but this is the sort of thing I think about these days.

This post has been edited by DeeperThought: 22 October 2009 - 01:07 PM

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User is offline   Jimmy 

  • Let's go Brandon!

#16

The limits you mention are kind of moot. It'd be rather easy to photoshop some torso gibs and whatnot.
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User is offline   Danukem 

  • Duke Plus Developer

#17

In WGR2, I had been using the hardcoded jibs and modifying them a bit (making them spawn blood trails in EVENT_GAME, and making them stay on the ground for a while after landing). Then I tried modifying their velocities depending upon how much damage was inflicted upon the actor who spawned them. This worked fine, except for one problem: the hardcoded jibs will disappear when they touch a wall or ceiling. That wasn't a big issue before, but with the jibs moving much further, it became an issue because if you jibbed a monster with an RPG in a corridor, most of the jibs would vanish without reaching the ground. I tried some hacks to make them bounce. I managed to make them bounce off of ceilings, but walls were hopeless (I won't go into details, but let's just say I tried my best tricks and I know some good ones).

So, after all that, I ended up making the jibs into custom projectiles so they can do all the stuff I want. They still look like the standard Duke jibs (complete with the rotating animations) but they can bounce off of walls and whatnot.

Which is all a long way of saying that yes, custom projectile jibs are indeed better, my previous comments notwithstanding.
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User is offline   Jimmy 

  • Let's go Brandon!

#18

That was my reasoning. I had hacked up crappy ways to keep them from going into ceilings and stuff, but it just sucked, and looked like crap. I really hated how the gibs could go through walls, into completely different rooms, or even into void space.
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