OSP 3D Art [Kit] Dismemberment and Decapitation Mod Kit... WIP Version Released

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lanzarote2011 said:
Hi, I have a problem, I can't see what is into the module_particle_system.py file, i can't edit it with IDLE so i can't read what it has inside. Can anyone help me please?
Great job
I take it you mean the module_particle_systems.py that comes with this pack (and not the Native one)? If so - here you go:

Code:
#
# Here are the particle effects used in the Mod Kit. While the decpitation effect is required for the decap script, the other two blood effects are entierly optional but recommended for better visuals (this is personal preference though).
# 
# Simply paste these somewhere in your "module_particle_systems.py", but inside the start "[" and end "]". 
#
# Overwrite the Native "game_blood" effects with the new optional ones if you are going to use those.
# 
# You can always play around with the variables and tweak them for different results.
#



# Required:

    ### Dismemberment Mod Kit Decapitation blood ###
	
	("blood_decapitation", psf_billboard_3d|psf_global_emit_dir|psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_3", 
     230, 2, 0.07, 1.0, 8, 11,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.6), (0.3, 0.6),          #alpha keys
     (0.1, 0.4), (1, 0.5),      #red keys
     (0.1, 0.4), (1, 0.5),       #green keys
     (0.1, 0.4), (1, 0.5),      #blue keys
     (0.1, 0.20),   (1, 1.5),    #scale keys
     (0.05, 0.05, 0.0),           #emit box size
     (0, 0, 3),                 #emit velocity
     0.25,                       #emit dir randomness
     300,                       #rotation speed
     0.5,                       #rotation damping
    ),

	
	
# All below is optional (remember to overwirite the native blood effects):
	
    ### Dismemberment Mod Kit enhanced blood effects ### 
	
    ("game_blood", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_1",
     4500, 2, 2, 1.2, 10, 10,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0, 1), (1, 1),          #alpha keys
     (0.1, 0.2), (1, 0.2),      #red keys
     (0.1, 0.15), (1, 0.15),       #green keys
     (0.1, 0.15), (1, 0.15),      #blue keys
     (0.1, 0.02),   (1, 0.06),  #scale keys
     (0, 0.05, 0),               #emit box size
     (0.6, 1.0, 1.1),                #emit velocity
     0,                       #emit dir randomness
     0,                         #rotation speed
     0,                         #rotation damping
    ),
    ("game_blood_2", psf_billboard_3d | psf_randomize_size|psf_randomize_rotation ,  "prt_mesh_blood_3",
     5000, 1.9, 2.75, 1.1, 10, 10,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.1, 0.17), (0.9, 0.0),          #alpha keys
     (0.1, 0.37), (1, 0.4),      #red keys
     (0.1, 0.37), (1, 0.4),       #green keys
     (0.1, 0.37), (1, 0.4),      #blue keys
     (0.1, 0.3),   (1, 0.75),  #scale keys
     (0, 0.05, 0),               #emit box size
     (0.7, 0.1, 0.9 ),                #emit velocity
     0.5,                       #emit dir randomness
     0,                         #rotation speed
     0,                         #rotation damping
    ),
	
    ### Dismemberment Mod Kit enhanced blood effects END ### 

	
	
# And in case you want the native effects back but lost them somehow:
	
	### Native blood effects backup ###
	
#	("game_blood", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_1",
#     500, 0.65, 3, 0.5, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
#     (0.0, 0.7), (0.7, 0.7),          #alpha keys
#     (0.1, 0.7), (1, 0.7),      #red keys
#     (0.1, 0.7), (1, 0.7),       #green keys
#     (0.1, 0.7), (1, 0.7),      #blue keys
#     (0.0, 0.015),   (1, 0.018),  #scale keys
#     (0, 0.05, 0),               #emit box size
#     (0, 1.0, 0.3),                #emit velocity
#     0.9,                       #emit dir randomness
#     0,                         #rotation speed
#     0,                         #rotation damping
#    ),
#    ("game_blood_2", psf_billboard_3d | psf_randomize_size|psf_randomize_rotation ,  "prt_mesh_blood_3",
#     2000, 0.6, 3, 0.3, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
#     (0.0, 0.25), (0.7, 0.1),        #alpha keys
#     (0.1, 0.7), (1, 0.7),      #red keys
#     (0.1, 0.7), (1, 0.7),       #green keys
#     (0.1, 0.7), (1, 0.7),      #blue keys
#     (0.0, 0.15),   (1, 0.35),    #scale keys
#     (0.01, 0.2, 0.01),             #emit box size
#     (0.2, 0.3, 0),                 #emit velocity
#     0.3,                         #emit dir randomness
#     150,                       #rotation speed
#     0,                       #rotation damping
#     ),

	### Native blood effects backup END ###
 
Davee said:
lanzarote2011 said:
Hi, I have a problem, I can't see what is into the module_particle_system.py file, i can't edit it with IDLE so i can't read what it has inside. Can anyone help me please?
Great job
I take it you mean the module_particle_systems.py that comes with this pack (and not the Native one)? If so - here you go:

Code:
#
# Here are the particle effects used in the Mod Kit. While the decpitation effect is required for the decap script, the other two blood effects are entierly optional but recommended for better visuals (this is personal preference though).
# 
# Simply paste these somewhere in your "module_particle_systems.py", but inside the start "[" and end "]". 
#
# Overwrite the Native "game_blood" effects with the new optional ones if you are going to use those.
# 
# You can always play around with the variables and tweak them for different results.
#



# Required:

    ### Dismemberment Mod Kit Decapitation blood ###
	
	("blood_decapitation", psf_billboard_3d|psf_global_emit_dir|psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_3", 
     230, 2, 0.07, 1.0, 8, 11,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.6), (0.3, 0.6),          #alpha keys
     (0.1, 0.4), (1, 0.5),      #red keys
     (0.1, 0.4), (1, 0.5),       #green keys
     (0.1, 0.4), (1, 0.5),      #blue keys
     (0.1, 0.20),   (1, 1.5),    #scale keys
     (0.05, 0.05, 0.0),           #emit box size
     (0, 0, 3),                 #emit velocity
     0.25,                       #emit dir randomness
     300,                       #rotation speed
     0.5,                       #rotation damping
    ),

	
	
# All below is optional (remember to overwirite the native blood effects):
	
    ### Dismemberment Mod Kit enhanced blood effects ### 
	
    ("game_blood", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_1",
     4500, 2, 2, 1.2, 10, 10,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0, 1), (1, 1),          #alpha keys
     (0.1, 0.2), (1, 0.2),      #red keys
     (0.1, 0.15), (1, 0.15),       #green keys
     (0.1, 0.15), (1, 0.15),      #blue keys
     (0.1, 0.02),   (1, 0.06),  #scale keys
     (0, 0.05, 0),               #emit box size
     (0.6, 1.0, 1.1),                #emit velocity
     0,                       #emit dir randomness
     0,                         #rotation speed
     0,                         #rotation damping
    ),
    ("game_blood_2", psf_billboard_3d | psf_randomize_size|psf_randomize_rotation ,  "prt_mesh_blood_3",
     5000, 1.9, 2.75, 1.1, 10, 10,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.1, 0.17), (0.9, 0.0),          #alpha keys
     (0.1, 0.37), (1, 0.4),      #red keys
     (0.1, 0.37), (1, 0.4),       #green keys
     (0.1, 0.37), (1, 0.4),      #blue keys
     (0.1, 0.3),   (1, 0.75),  #scale keys
     (0, 0.05, 0),               #emit box size
     (0.7, 0.1, 0.9 ),                #emit velocity
     0.5,                       #emit dir randomness
     0,                         #rotation speed
     0,                         #rotation damping
    ),
	
    ### Dismemberment Mod Kit enhanced blood effects END ### 

	
	
# And in case you want the native effects back but lost them somehow:
	
	### Native blood effects backup ###
	
#	("game_blood", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_1",
#     500, 0.65, 3, 0.5, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
#     (0.0, 0.7), (0.7, 0.7),          #alpha keys
#     (0.1, 0.7), (1, 0.7),      #red keys
#     (0.1, 0.7), (1, 0.7),       #green keys
#     (0.1, 0.7), (1, 0.7),      #blue keys
#     (0.0, 0.015),   (1, 0.018),  #scale keys
#     (0, 0.05, 0),               #emit box size
#     (0, 1.0, 0.3),                #emit velocity
#     0.9,                       #emit dir randomness
#     0,                         #rotation speed
#     0,                         #rotation damping
#    ),
#    ("game_blood_2", psf_billboard_3d | psf_randomize_size|psf_randomize_rotation ,  "prt_mesh_blood_3",
#     2000, 0.6, 3, 0.3, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
#     (0.0, 0.25), (0.7, 0.1),        #alpha keys
#     (0.1, 0.7), (1, 0.7),      #red keys
#     (0.1, 0.7), (1, 0.7),       #green keys
#     (0.1, 0.7), (1, 0.7),      #blue keys
#     (0.0, 0.15),   (1, 0.35),    #scale keys
#     (0.01, 0.2, 0.01),             #emit box size
#     (0.2, 0.3, 0),                 #emit velocity
#     0.3,                         #emit dir randomness
#     150,                       #rotation speed
#     0,                       #rotation damping
#     ),

	### Native blood effects backup END ###

Thanks!  :grin: Excellent job!
I was decapitating some bandits jajaja. Are you going to put this OSP for Single Player too? It would be fantastic!  :grin:
 
Put

dismemberment_mod_hotkeys,
dismemberment_mod_arms2,
dismemberment_mod_arms1,
dismemberment_mod_hands2,
dismemberment_mod_hands1,
dismemberment_mod_decap,


In the trigger section of every mission template you want it in. It may not work properly, but it will get it in-game for you to have fun with
 
I don't understand you , can you please put the file of mission_templates with all the modifications to make the decaps and dismembrements work on SP?? Please.
 
That's the plan when we start getting more things worked out. Until then, Custom Battles will be used as a 'testing ground'. I think Flanged has something in store for you though. :smile:
 
Damn you Google translator!

Excuse me guys, is that I'm Spanish.
So I have no idea what the hell does this translator.

Well, what I ... I am very interested this theme of dismemberment and decapitation.

Seeing him, I remembered a game, Blade The Edge of Darkness (sevrance blade of darkness).

"The game is also based on file systems. Py"

It would not be a good idea to dig a little and remember or try to emulate as they did?

Is that models of both games, they have nothing to do with each other.
but my idea is, well, you better show it:
bladeobjectbarbariannmu.jpg

I hope this google translator, it dictates what I write here.

Excuse me guys, if you do not understand what the message says, because having a lot of post on the topic ... no, when to speak and what I mention.

Even so, thanks lol

Great Job cool eggs. :grin:
 
If I understood you correctly; No, I'm afraid we'll probably not be able to salvage anything useful from a non-M&B project that isn't set up just like it (both code- and model-wise). From the looks of that picture it seems the character model isn't rigged in the same way they are in M&B and it would probably not work with the system we're looking at creating. Not to mention that we'd of course have to ask permission for it all.

Or if you meant we could use this as an inspiration; Certainly. What we're trying to create shouldn't be too far off from that - only that we're going to go for one "break point" per limb right now, instead of multiple ones as seen on that picture. And we also wouldn't be able to make the decapitated head's face look like the character's face, at least not for now. Technical limitations in the Module System and all that.

But thanks for your interest. :smile:
 
I'm glad communication flow lol (but that if the translation from English to Spanish is awful ...)
No matter what I'm getting is that at least I understand.

Well I'm with you, I agree on the issue of the configuration of the models.

They are very different, but you have to start somewhere and I really do not know how to explain what I'm thinking.

for the moment .... could be starting to paint textures cuts!

In the forearms, torso = left and right in the neck at the junction with the head, thighs or shins is where the union of the parts?

Well what I mean is that I sometimes edit the textures, it would be nice if when making a new texture work ... it has the texture and cut to the joints.

At least for parts of the body's own system recognizes Warband!

(Incidentally, the blood that ... instead of making spots in the model or the soil itself!)
thereby achieving the effect is to dye?

Well guys, the truth is, I would love to help but .... I have no ****ing idea of codes. Py!
Sorry.

But nothing, to continue giving cane! Are machines! lol
 
Davee said:
If I understood you correctly; No, I'm afraid we'll probably not be able to salvage anything useful from a non-M&B project that isn't set up just like it (both code- and model-wise). From the looks of that picture it seems the character model isn't rigged in the same way they are in M&B and it would probably not work with the system we're looking at creating. Not to mention that we'd of course have to ask permission for it all.

Or if you meant we could use this as an inspiration; Certainly. What we're trying to create shouldn't be too far off from that - only that we're going to go for one "break point" per limb right now, instead of multiple ones as seen on that picture. And we also wouldn't be able to make the decapitated head's face look like the character's face, at least not for now. Technical limitations in the Module System and all that.

But thanks for your interest. :smile:
Hey, if you used WSE, could you make the dismemberment-enabled legs and such? Idk though
 
We think we've already come up with a way to get dismemberable legs without WSE. But eventually we may want to split it up in two versions anyway; one that requires WSE (for super-accurate hitbox detection and such details) and a basic Native-compatible one.
 
Okay, so watching the preview video, this looks release quality to me.  Why is this still a WIP?  What's missing?  (Other than maybe some additional dismemberment-ism, but what seems to be working now is fantastic already.)
 
The only thing working pretty much as intended are the decapitations. We're going to tie arms and legs into the same system. But you can always download and use the WIP version if you find it's enough for you. :wink:
 
This system can also be used for props?

I mean a butcher cutting a meat in his place. (Which i integrated into the mod, but with this decapitation integrated to the meat as if it is indeed being cut into the pieces would be much more promising)
 
Belendor Torheal Artendor said:
This system can also be used for props?

I mean a butcher cutting a meat in his place. (Which i integrated into the mod, but with this decapitation integrated to the meat as if it is indeed being cut into the pieces would be much more promising)
I'm afraid that's a bit beyond Warband's capabilities - you'd need to script that whole event and have one prop for each piece of meat cut off, I know of no way to do it 'dynamically' like many modern games do. Might even require a special animation to go with it if you want it to look 'right'. So possible, yes, but with a huge amount of work for such a small detail. :razz:
 
Hmm, replacing objects with different variations per cutting parse which i was up to. I see. By the way, you should probably add throat cutting which is extremely dangerous part of body when is being hit you know. :smile:
 
Throat cutting dosn't guarantee decapitation or dismemberment, which is what we're aiming for first-hand, mostly to avoid over-complicating things or compability issues with features people may already have in their mods. An optional addition pack with combat tweaks and features beyond loss of limbs might be something we'll look into later though (I already have a few in store that I may make OSP later on).
 
To see that you think these images, but are only a test ...
pruebadecap.jpg

pruebadecap2.jpg

and I see two models within the file. brf not what they are.
One is called cut_off_head_male
and the other is cut_off_head_male_dynamic

is what they are, but not for two models.

Well not really care, while working for what you have designed.

I mean, this sort of diabolical translation? I'm glad lol

Well guys, this is more complicated for me than I imagine, I have translated a few strong post disaster, I do not believe half the things that google translates it what you want to express,
because nothing matches what I can read.

either that, or you are all as goats and I worse than you.

that was a joke. lol
 
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