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Blood Splat Single

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Single blood splat model (all in one).

You can use different combinations of animation tags to achieve needed results.
Explanation:
  • without/with Alternate - Blend/Additive base blend mode;
  • without or with One/Two/Three/Four/Five - texture variation (0-5). 0-3 is ground, 4-5 is water;
  • without or with Defend/Gold/Lumber - unshaded/unfogged flag and XRay transparency:
    • without - simple base;
    • Defend - unshaded and unfogged base;
    • Gold - unshaded and unfogged base, 50% transparency XRay;
    • Lumber - unshaded and unfogged base, 100% transparency XRay;
  • without or with Small/Large - play splash sound in Birth anim (only for Four/Five water variations):
    • without - no sound;
    • Small - small splash sound;
    • Large - large splash sound;
Also implies a trigger change in the properties of such dummy: color, transparency, anim speed, size, facing, etc...

Keywords:
Blood, Splat, Spray, Splash, Splut, Sput
Contents

BloodSplatSingle (Model)

It's incredible, bro! Perfect for destroyed and massacred scenarios. Would it be possible to create an all-in-one model of dead humans and another of dead orcs? Those would be really interesting ideas to implement.
 
Be cool to have like blood that's some what mixed with the water, could be a cool effect.. Instead of it like just sitting on top of the water.
Standard bloodsplats on water are animated as a "blood puddle," meaning they are not static. To add more realism, you can make them more transparent in blend mode.
 
Standard bloodsplats on water are animated as a "blood puddle," meaning they are not static. To add more realism, you can make them more transparent in blend mode.
Yeah i was thinking that or make the blood splatter look like its slowly moving like water or something.. And, to add a trigger along with it, were if a unit gets killed while in water it makes that blood effect that looks like its moving would be really cool.
 
Yeah i was thinking that or make the blood splatter look like its slowly moving like water or something.. And, to add a trigger along with it, were if a unit gets killed while in water it makes that blood effect that looks like its moving would be really cool.
You can change the effect's animation speed. There's also a Birth animation, which simulates blood spreading for 2 seconds (also standard behavior).
You can also simulate further blood spreading by increasing its size and transparency.
 
I can't believe this is exactly what I've been wanting! It's absolutely unbelievable!
 
When I look back at this post again, I am still amazed by your creativity! But I am facing an issue, and I think as the creator of this idea, you might have a suitable approach: How do I determine the water areas? Since this effect only makes sense within water regions, how can I identify the water areas on the map?

I thought about using preset area ranges, but this isn’t a flexible method. If the terrain changes, the preset areas would need to be adjusted accordingly. Is there a more flexible way to determine where the water is and where the land is?

One idea I have is that when a unit dies within a water area, your creative idea could be applied, making the game more immersive!

I look forward to your reply. Please help me out! Thank you once again!
 
When I look back at this post again, I am still amazed by your creativity! But I am facing an issue, and I think as the creator of this idea, you might have a suitable approach: How do I determine the water areas? Since this effect only makes sense within water regions, how can I identify the water areas on the map?

I thought about using preset area ranges, but this isn’t a flexible method. If the terrain changes, the preset areas would need to be adjusted accordingly. Is there a more flexible way to determine where the water is and where the land is?

One idea I have is that when a unit dies within a water area, your creative idea could be applied, making the game more immersive!

I look forward to your reply. Please help me out! Thank you once again!
@OVOgenez
 
When I look back at this post again, I am still amazed by your creativity! But I am facing an issue, and I think as the creator of this idea, you might have a suitable approach: How do I determine the water areas? Since this effect only makes sense within water regions, how can I identify the water areas on the map?

I thought about using preset area ranges, but this isn’t a flexible method. If the terrain changes, the preset areas would need to be adjusted accordingly. Is there a more flexible way to determine where the water is and where the land is?

One idea I have is that when a unit dies within a water area, your creative idea could be applied, making the game more immersive!

I look forward to your reply. Please help me out! Thank you once again!
This effect makes sense not only within water regions. Read the description carefully.

To determine if point on water or not:
also all those multiple threads u can find here on Hive
 
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