i know l4d2 gore in realtime can only be done in l4d2 (duh) but surely there is a way i can manually apply the proccess of carving out the character model and placing the gore mesh manually? they did it for the l4d2 trailer, which was also using SFM, and that user video with the scout daydreaming about killing all of those zombies: [url]http://www.youtube.com/watch?feature=player_embedded&v=jf4ba72kFNQpulled[/url]
he also pulled it off, so how did they do it? help!
The Scout video simply toggles the existing decapitation/severed limb bodygroups on the zombie models, it doesn't actually use the carving system.
As for the L4D2 trailer, the answer is either custom models, or an alternate (and even buggier) build of SFM using the L4D2 engine. Either way, you're SOL for anything outside of the bodygroups.
l4d2 build? where, i want it.
[editline]17th December 2012[/editline]
also, where would i get pre-injured models...
[QUOTE=PlasticTurd;38863177]l4d2 build? where, i want it.[/QUOTE]From Valve's development PCs, and considering that they did the CS:GO trailer using the same TF2 build as us, its probably not in a releasable state.
As I mentioned, if you're using the L4D 1 or 2 zombie models, there's bodygroups you can switch to for removed arms/legs/head. If you're trying to slice out chunks of, say, TF2 or CS models, then you need to find a friendly modeller or skinner.
[QUOTE=The Kins;38863255]From Valve's development PCs, and considering that they did the CS:GO trailer using the same TF2 build as us, its probably not in a releasable state.
As I mentioned, if you're using the L4D 1 or 2 zombie models, there's bodygroups you can switch to for removed arms/legs/head. If you're trying to slice out chunks of, say, TF2 or CS models, then you need to find a friendly modeller or skinner.[/QUOTE]
so i can just switch body types... derp
thanks
[editline]17th December 2012[/editline]
i still think there should just be a model culling tool, then that + model = gore, but apparently that wont happen :(
[editline]17th December 2012[/editline]
uhhh. there are only 3 bodygroups/zombie, none of which are wounded...
They're definitely on the L4D1 models, check those.
I think, though i may be wrong, but i believe that l4d2 used a material trick where it would spawn a gore model onto the model where a material effect would make what it needed transparent. which means its a bit tricky to replicate. As is the random coloring of the clothes that you would see ingame.
Though i would kill for someone to find out how to do both
I thought it was a complex shader system combined with models.
[url]http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf[/url]
So I think L4D1's gore is your best bet.
is there no way to do it [U][B][I]manually[/I][/B][/U]?
as in, make the transparency manually, carve out the space manually, place the model manually, apply the textures manually? is there at least somewhere to get a library of models with all possible combinations of wounds [U]already[/U] applied (with a modeling program)? anyway, thanks for the help, will probably go for a 'show no wounds' approach, psychologically more effective anyway.
oh and gamerman12, already have that PDF. makes for good reading when I'm (really, really, REALLY) bored.
also: l4d1 models WOULDbe fine, but i specifically needed the wound on the side of the torso that has a little bit of rib showing.
You can draw a transparent space onto a model's texture, but that's about it.
[QUOTE=The Kins;38875515]You can draw a transparent space onto a model's texture, but that's about it.[/QUOTE]
how? close enough for me.
In the l4d2 trailer, they probably used the L4d1 technique on different models
[QUOTE=The Kins;38875515]You can draw a transparent space onto a model's texture, but that's about it.[/QUOTE]
This will look really ugly
Sorry for the bump, but having looked through the l4d2 models, I have found that the limbs being gone is a bodygroup, as mentioned, and each gore effect for each model is actually a separate model, attached to the relevant bones/bips/whatever. To access these gore effects, you need to put them into your SFM directory, and convert them for use in SFM.
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