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 Post subject: monster specific wound system aka flesh skins
PostPosted: Sat Apr 28, 2012 9:38 pm 
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Joined: Fri Jan 30, 2009 7:05 am
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I had an idea when I was thinking about the wound decal( because they were not aesthetically pleasing during gameplay.) I was wondering if it is possible to have two material shaders on a model at once (with bump/spec maps for each too) and have one overlapping other, then have a decal have a pixel specific nodraw function with alpha(to avoid square decals). I dont know how to explain so here:

ex:

Hellknight throwin crap at me, I have a weapon whose projectiles leave wound decals, when the hellknight is shot the wound decals do not draw the top layer of the hellknight's (1s skin) and exposes the under-layer(2nd skin) which shows things like ribs, muscle, organs etc. So the decal acts as an eraser of the outer skin. I think that the lower-layer would be the primary skin(the flesh skin) and the secondary would be the original hellknight skin. The final product would be a hellknight that is still walking but has wounds that exposes ribs, tibia bone and other surrounding open wounds after taking alot of damage. Imaginethe fat zombie with his intestines showing.

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 Post subject: Re: monster specific wound system aka flesh skins
PostPosted: Sun Apr 29, 2012 8:09 am 
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a gun & a nice word
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With alpha test transparency and polygon offsetting to combat z-fighting the engine is nearly equipped to do it. The hurdle is the dynamic alpha texture. You'll need to work some magic with the source code.

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