Serious Sam 4

Serious Sam 4

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[Resources] Mega Gore Effect
   
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Content: Models
File Size
Posted
1.606 MB
12 Jun @ 6:12am
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[Resources] Mega Gore Effect

Description
This a model destruction effect for modders. It contains a lot of gibs, blood spills and stains. It can be used on every flesh model.

Path: Content\Mods\Destructable Tentacle Tree\Destructions\TentacleTreeDestructable.dtn

These console commands can unlock debris and decals limit:
dbr_ctMaxDebrisEffectsPerModel=9999
adq_fCorpseDebrisFpsTreshold=1
prj_ctMaxDebris=9999
dcl_bAutoRemoveTimeLimitedDecals=0
dcl_bAutoRemoveCounterLimitedDecals=0
dcl_bAutoRemoveGeometryLimitedDecals=0

Too much debris will burden on Cpu and tank fps, but decal cost very few.

One of my friend used in his map a tentacle tree model ported from SM and I added this gore effect. You can find this tentacle tree model file "TentacleTreeDestructable.mdl" in this mod files. But if you want to use this model you need to subscribe depency: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2778630728

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Blood1-3 and Blood Cloud are blood spills particle effects. Blood3 is disabled by me because there are already enough blood.
Debris is main gibs effect. It spawns flying meat chunks. It can't add flying trails.
Debris2 is small gibs for flying trails. It uses DebrisTrails.pfx. This is modified from beheaded firecracker's projectile (ECF version). MainFireMedium and GroundFires are blood trails. Sparks are, sparks. The are three effects are disabled for higher fps.
DebrisEyes is eyeball gibs, also using DebrisTrails.pfx.
For debris, Toughness must be "Never break" or it will be destroyed the moment when the main model gets destructed.
Life min and Life max can be set to -1 to make debris never disappear (in theory). The engine will always try to delete some.
Debris destroy method is set to "Burn out" (like old sam), but the engine keeping changing it to "Sink" (and tells you in console log). Setting "Sink duration" and "Sink acceleration" to -1 may solve this. I'm not sure.
In theory debris can also be destroyed and throw more smaller debris. However my main debris is a model set holds by a invisible debris holder and this holder is not suitable to be destroyed.
Scream and GoreExplosion1-2 are sound effect when the main model is destroyed.
Blood decals spawns blood stains on ground and walls, but not always. I don't know why.

Debris_big.mdl is model for Debris, and Debris_small.mdl for Debris2 and Debris_Eye.mdl for DebrisEyes. In these models, config - schemes - sound schemes - terms - Hit makes them play hit sound when hitting ground, and config - schemes - decal schemes - HitStain makes them leave blood stains when hitting ground.
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3 Comments
NUCLEARBLAST91 27 Jun @ 4:01pm 
@DestroyerNel Great, I'll definitely check it out then.
DestroyerNel  [author] 27 Jun @ 5:26am 
@NUCLEARBLAST91 Maybe won't conflict, because: 1. I made this effect with ECF mod on. 2. but I resaved every files that I made changes. So no replacements over vanilla and ECF files.
NUCLEARBLAST91 21 Jun @ 11:56pm 
This looks really cool, but will it conflict with the Enemy Consistency Fixes mod by Roosev? Because that mod does improve some of the gore effects.