Peppins
02-03-2007, 12:08 PM
Hi all, please help me: how I can change the red color of blood in another color (green), please help me...
Varus77
02-03-2007, 07:32 PM
:eek:
:D
You could buy the German censored version of PK...there is the blood green!
(I've always heard this question the other way turned around)
Maybe you could search for threads about patching the German version into uncensored gameplay and then try the way back?
Peppins
02-06-2007, 10:01 AM
I have changed all texture of blood on green color (like this :D ) but in the game all texture of blood are magenta, I don't know why, please, help me...
ps. Look the texture: filefront (http://files.filefront.com/Pk_Blood_magentazip/;6696958;;/fileinfo.html)
Varus77
02-07-2007, 08:11 PM
Oh ... sorry because I saw your reply right now...
At first..your dds in the zip seem to be corrupted but anyway:
Decals.zip (http://age-pi.de/Decals.zip)
all textures from Decals.
Maybe it works on this simple way. You could rename all "Germans" called textures dds to your original dds (As you could see there is at general a color displacement caused by the lightning - that's why you got magneta)
Peppins
02-08-2007, 09:50 AM
Hi Varus, I have tested your Decals, but I see the red Blood. I would like to see this color of blood:
http://img157.imageshack.us/img157/2289/464542dj0.jpg (http://imageshack.us)
Can you help me?
ps. I have tested the german version, the green color sucks, i like the green color in the img :cool:
Peppins
02-08-2007, 10:58 AM
For ex, look in the video of Artas, painkiller Ownzone, at 2.16 minutes, on mp, i would like to see the green blood (the img) and the green soul, but how???
Varus77
02-08-2007, 12:13 PM
I'd say that you have to move the color displacement a little bit more...
Maybe you can post a picture as reference of the green blood you've gotten for now.
A good programm for your own testing is http://www.xnview.com...
Peppins
02-09-2007, 11:42 AM
Hi all, I have modifying the texture of the blood.
I have found this:
Color
Red = Cyan
Cyan = Red
Blue = Yellow
Yellow = Blue
Green = Magenta
Magenta = Green
It's a simple test, look here:
Blood Green:
http://img261.imageshack.us/img261/5863/shot0047kj9.th.jpg (http://img261.imageshack.us/my.php?image=shot0047kj9.jpg)
Download this textures (http://files.filefront.com/PK_Blood_Greenrar/;6713989;;/fileinfo.html)
Blood Blue
http://img169.imageshack.us/img169/9171/shot0048xx2.th.jpg (http://img169.imageshack.us/my.php?image=shot0048xx2.jpg)
Download this textures (http://files.filefront.com/PK_Blood_Bluerar/;6714000;;/fileinfo.html)
Blood Yellow
http://img130.imageshack.us/img130/7099/shot0049dd7.th.jpg (http://img130.imageshack.us/my.php?image=shot0049dd7.jpg)
Download this textures (http://files.filefront.com/PK_Blood_Yellowrar/;6714006;;/fileinfo.html)
Blood Red (Another red)
http://img19.imageshack.us/img19/9351/shot0050pp8.th.jpg (http://img19.imageshack.us/my.php?image=shot0050pp8.jpg)
Download this textures (http://files.filefront.com/PK_Blood_Redrar/;6714023;;/fileinfo.html)
I now working for this mod, and I would like to create a mp_soul green (and another colors), test it ;)
PS. It's a first-beta-test :rolleyes:
Peppins
02-09-2007, 01:39 PM
I have created another blood, from the german version, look here:
http://img234.imageshack.us/img234/9595/shot0052eo6.th.jpg (http://img234.imageshack.us/my.php?image=shot0052eo6.jpg)
Download this textures (http://files.filefront.com/PK_Blood_German_work_in_anrar/;6714266;;/fileinfo.html)
Varus77
02-09-2007, 03:33 PM
Yeah...you did it at least! Well done :)
...a voice from the darkness.....
Nice job! I like the last one (from the German edition) the most: that black blood looks cool and very authentic IMO... ;)
Peppins
02-25-2007, 01:16 PM
thanks sys :D
ps. I have uncovered like have the MPSoul green :D
Here the secret:
SoulMp.CItem
SoulMP.Model = "Energy"
SoulMP.Scale = 0.5
SoulMP.takeDistance = 1.8
SoulMP.HealthAdd = 15
SoulMP.MaxLimit = 250
SoulMP.TimeToLive = 30 * 30
o.s_SubClass ={}
--================================================== ==========================
function SoulMP:OnPrecache()
Cache:PrecacheParticleFX("energy_red")
-- ###marek
local mdl = ENTITY.Create(ETypes.Model,"PKW_item","cache",0.03)
ENTITY.Release(mdl)
mdl = ENTITY.Create(ETypes.Model,"ASG_item","cache",0.03)
ENTITY.Release(mdl)
mdl = ENTITY.Create(ETypes.Model,"KGRitem","cache",0.03)
ENTITY.Release(mdl)
mdl = ENTITY.Create(ETypes.Model,"CRL_item","cache",0.03)
ENTITY.Release(mdl)
mdl = ENTITY.Create(ETypes.Model,"ESL_item","cache",0.02)
ENTITY.Release(mdl)
end
--================================================== ==========================
function SoulMP:OnCreateEntity()
--Log("SoulMP:OnCreateEntity\n")
self:PO_Create(BodyTypes.Simple,1.2,ECollisionGrou ps.Particles)
ENTITY.PO_SetMovedByExplosions(self._Entity, false) -- moze to nie jest przyslane?
ENTITY.PO_SetFreedomOfRotation(self._Entity, EFreedomsOfRotation.Disabled) -- albo to ??
ENTITY.SetSynchroString(self._Entity,"SoulMP.CItem")
ENTITY.EnableNetworkSynchronization(self._Entity,t rue,false)
self:Client_OnCreateEntity(self._Entity)
ENTITY.PO_SetMissile(self._Entity, MPProjectileTypes.Soul )
end
--================================================== ==========================
function SoulMP:GetPlayerState(player)
self.WeaponSlot = player:GetCurWeaponSlotIndex()
self.Ammo = Clone(player.Ammo)
self.Client_SetWeaponModel(self._Entity,self.Weapo nSlot)
end
gNrSoul = 0
--================================================== ==========================
function SoulMP:Client_SetWeaponModel(entity,b)
Log("SoulMP:Client_SetWeaponModel:"..gNrSoul.."\n")
if entity == nil or entity == 0 then
return
--MsgBox("Nie ma entity")
end
local e = nil
if b == 1 then e = ENTITY.Create(ETypes.Model,"PKW_item","",0.03) end
if b == 2 then e = ENTITY.Create(ETypes.Model,"ASG_item","",0.03) end
if b == 3 then e = ENTITY.Create(ETypes.Model,"KGRitem","",0.03) end
if b == 4 then e = ENTITY.Create(ETypes.Model,"CRL_item","",0.03) end
if b == 5 then e = ENTITY.Create(ETypes.Model,"ESL_item","",0.02) end
if b == 6 then e = ENTITY.Create(ETypes.Model,"RTF_ITEM","",0.02) end
if b == 7 then e = ENTITY.Create(ETypes.Model,"kk2item","",0.02) end
MDL.SetAnim(entity,"idle2",true,1,0)
Quaternion:New_FromEuler(0, FRand(2 * math.pi) ,0):ToEntity(e)
local j = MDL.GetJointIndex(entity,"root")
ENTITY.RegisterChild(entity,e,true,j)
WORLD.AddEntity(e)
end
Network:RegisterMethod("SoulMP.Client_SetWeaponModel", NCallOn.AllClients, NMode.Reliable, "eb")
--================================================== ==========================
function SoulMP:Client_OnCreateEntity(entity)
gNrSoul = gNrSoul + 1
Log("SoulMP:Client_OnCreateEntity:"..gNrSoul.."\n")
--Log("SoulMP:Client_OnCreateEntity\n")
BindFX(entity,"energy_red",0.2,"e1")
BindFX(entity,"energy_red",0.2,"e2")
BindFX(entity,"energy_red",0.2,"e3")
BindFX(entity,"energy_red",0.2,"e4")
BindFX(entity,"energy_red",0.2,"e5")
BindFX(entity,"energy_red",0.2,"e6")
end
--================================================== ==========================
function SoulMP:OnTake(player)
--Log("SoulMP:OnTake: "..player._Name.."\n")
if player.Health < self.MaxLimit then
player.Health = player.Health + self.HealthAdd
if player.Health > self.MaxLimit then player.Health = self.MaxLimit end
end
local a = self.Ammo
self.TakeFX(player._Entity,player.Health,self.Weap onSlot,a.Shotgun,a.MiniGun,a.Grenades,a.Stakes,a.S hurikens,a.Electro,a.Rifle, a.FlameThrower, a.Bolt, a.HeaterBomb)
end
--================================================== ==========================
function SoulMP:TakeFX(pe,health,weaponSlot,aShotgun,aMiniG un,aGrenades,aStakes,aShurikens,aElectro,aRifle,aF lameT,aBolt,aHeaterBomb)
local player = EntityToObject[pe]
if player then
player.Health = health
player.Ammo.Shotgun = player.Ammo.Shotgun + aShotgun
player.Ammo.MiniGun = player.Ammo.MiniGun + aMiniGun
player.Ammo.Grenades = player.Ammo.Grenades + aGrenades
player.Ammo.Stakes = player.Ammo.Stakes + aStakes
player.Ammo.Shurikens = player.Ammo.Shurikens + aShurikens
player.Ammo.Electro = player.Ammo.Electro + aElectro
player.Ammo.Rifle = player.Ammo.Rifle + aRifle
player.Ammo.FlameThrower = player.Ammo.FlameThrower + aFlameT
player.Ammo.Bolt = player.Ammo.Bolt + aBolt
player.Ammo.HeaterBomb = player.Ammo.HeaterBomb + aHeaterBomb
player:CheckMaxAmmo()
player._healthDecCnt = 0
player.EnabledWeapons[weaponSlot] = CPlayer.EnabledWeapons[weaponSlot]
if player == Player then
player:Client_OnTakeWeapon(weaponSlot)
player:PickupFX()
end
end
Templates["SoulMP.CItem"]:SndEnt("pickup",pe)
end
Network:RegisterMethod("SoulMP.TakeFX", NCallOn.ServerAndAllClients, NMode.Reliable, "eubuuuuuuuuuu")
--================================================== ==========================
Change the "energy_red" on "energy"
See this image:
http://img501.imageshack.us/img501/5601/shot0068ee3.jpg (http://imageshack.us)
Ps. Extract this file (SoulMp.CItem (http://www.freewebs.com/peppins/SoulMP.zip)), right click and save as, in this folder:
\Painkiller\Data\LScripts\Templates\Health
fleabay
03-02-2007, 11:31 PM
Green blood is not my cup of tea, but have at it.
Your need to be modifying the files in the Scripts.pak, not LScripts.pak. Unpak that file and rename Scripts.pak and have shitloads of fun modifying those effects files.
fleabay
03-03-2007, 12:40 AM
OOPS, failed to mention that unpacking the Scripts.pak file opens up goodies in the particle editor show in the left sidebar of the pain editor.