View Full Version : Pain Skins
21st Mar 2001, 12:44 PM
What do Quake2, Sin, Kingpin, Heretic2 and SOF have in common besides the Quake II engine? Pain Skins, of course (wound marks, bleeding etc) and they added a lot to the appeal of all these games.
I wonder if U2 would benefit from having this very cool feature. On one hand the creatures are too beautiful to have bloodied up but then..hmmmmm.
What say you, guys?
21st Mar 2001, 04:39 PM
I think it will show up. The GeForce 3's Vertex Shaders do allow procedural deformation. If it does not show then it would be lacking.
22nd Mar 2001, 04:43 AM
Good idea. I want to see wounds al well, when I'm shooting them all over with a minigun.
Am I a freak, or what? Can't believe I just typed that. Seriously.
22nd Mar 2001, 10:37 AM
Not just a question of the technology since oldie-goldie Q2 had started it way back with the generic pain skin, SiN took it a l'il further with skeletal and SOF smashed it in your face. But its a question of whether the designers will use it in the game.
Newbie question: How does one start a poll on the forums?
8th Apr 2001, 05:03 PM
I think the pain-skins should definitely be in there. I mean, if you think back to Unreal, they weren't exactly scared of showing you mangled bodies lying around, or body parts for that matter.
Why not go the next logical step forward and allow pain-skins. I'm not saying we should have the immensely enjoyable gore-fest of SOF, but they could implement something similar to half-life, where if you hit a guy in the leg, he'll start limping away.
So, pain-skins and hit-zones would be a very welcome addition to Unreal 2, IMO.
Mind you, I wouldn't mind being able to shoot off a hand here and there... ;) You know, to stop them from pressing a button...hehe...
8th Apr 2001, 06:22 PM
As far as I know it would be possible even in UT to do this with a mod.
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