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PostPosted: Thu Feb 02, 2006 2:13 am 
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transparency.. doesnt match up? hmm. theres only a 1/100 difference for the alpha scale and thats in percent. Its really no biggy to replace one texture but replacing that one texture isnt a mere copy and paste (okay it is) it also needs some rework with the compilation of all the textures, plus possibly some reprogramming to make it look right.

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PostPosted: Fri Feb 03, 2006 12:32 am 
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Hey, Johnnythepirate.

You need to take this to the main forums. You should be able to get some help there, and the devs might actually help you out. This is beyond all of us here.


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PostPosted: Fri Feb 03, 2006 1:13 am 
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true, makes no sense posting suggestions for the game since the devs rarely even reply to us here. this forum is much better for clan and match organization and tech support. thats all we can offer over here.

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PostPosted: Sun Feb 05, 2006 10:53 am 
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Essentially, there were/are two methods to display "blood spatter" on a character. The first was a transparent overlay but instead of using this technique, I replaced that method with the second, a total skin replacement method. The following are examples that were to be included in the patch.

This would be the new snow cammo sleeve with such an effect. Of course this is only one level of "pain", increasing in "gore" as the body part is affected. Powder burns, blood caking and skin penetrations are intensified as the damage increases. A circular dark red stain is far more life-like than even the "graffiti brush" effect seen here. This is a first revision.

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Likewise, this was the head model. Added various dirt stains, abrasions tissue edema (swelling) and bruising.

Image

Quite honestly, as it turned out, much of the damage skins I worked on were more realistic as subtle damage to gear versus wanton carnage. Bullets (unless high velocity) will not penetrate most body armor so this would not show damage except for material tears. We assume that the reason our heroes in the game survive from multiple incoming ballistics is armor, ergo most bullets strike these sufaces and don't actually rend flesh. Any wounds that lead to massive blood-letting would not be conducive to a player that still ambulates and is able to fight. Therefore, if a body is to be smeared in pools of blood, it would make sense to add this to the corpse skin, not the walking-wounded models.


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PostPosted: Sun Feb 05, 2006 3:30 pm 
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Damn, those will look more realistic to me on the models, so it's going to be good. :D

~Silentcrisis

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PostPosted: Sun Feb 05, 2006 3:36 pm 
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The pictures I have been posting are meant to either inspire current devs or steer them clear of already explored ideas that I never managed to release in beta. I don't see my work showing up in any TC:E "product" in the near future. I do, however, enjoy seeing some of the suggestions that are posted and offering my ideas that I created while I was still at TT. Thank you for the compliments.


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PostPosted: Sun Feb 05, 2006 3:48 pm 
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I hope the devs use all your models and skins,
it would be a shame if they didnt used you're models on 0.49.

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PostPosted: Sun Feb 05, 2006 3:52 pm 
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Shortly after I created these models, I was informed that all of the characters were going to be re-worked, making my models obsolete. Therefore, I assume at this point that the entire system has been re-tooled. Too late to join in on the fun at this point. Again, this pictures are for ideas, not grandstanding. Thank you for the compliments.


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PostPosted: Sun Feb 05, 2006 5:34 pm 
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Well, your right about the armor. These guys are wearing kevlar and a bullet from a gun classified as small arms would not likely penetrate it as much as a 30 cal would. Therefore alot more gear damage makes more sense than too much gore.

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PostPosted: Sun Feb 05, 2006 10:57 pm 
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Dragonathan wrote:
I hope the devs use all your models and skins,
it would be a shame if they didnt used you're models on 0.49.


Suckup. :P

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PostPosted: Sun Feb 05, 2006 11:41 pm 
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true, but let him be. lets leave him alone.

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