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Voxel Pack v1.0

1749 Views | 194 Downloads | 13 Comments | 08/12/12 Guest
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Model type

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Author: NoOne


Game type: Original

68%



So, it voxel pack from 89 high-quality models which can be installed on any user addition.

Installation:

-------

1. Unpack in a folder with Blood

2. Start VOXEL.BAT. It will add all models in BLOOD.RFF but if your addition uses other resource archive, you can change corresponding lines in a BAT-file.

Notes:

-------

* - VOXEL.DAT and SURFACE.DAT should be without fail replaced and be delivered together with your addition. I will notice as that files, but not values in them are replaced only. Thus, replacing you only add new models, without replacing the old.

* - All sprites corresponding to models are in file TILES018.ART and it also should be delivered together with your addition.

* - Visual samples of models you can consider in mapfile VOXEL.MAP, and ID - in script MODELS.RFS



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Guest
  • j
  • h5
  • 05/22/17 08:28
I understand your points, however I slightly disagree on one thing. I think the main issue with Blood (besides lack of source code) is the inflexibility when it come to modding with custom assets. You say "what community" but they will likely return when some form of progress is made, trust me. I for one am new to Blood. I found out about it by watching a video called "the forgotten shooters". I became unsatisfied by todays lack luster games and wanted to play something that "makes you feel like a kid again". You see, the community will return. Besides, Atari/GTi has already made it clear they have no intention in helping us nor updating the game, so we must help each other!

However, I will admit I am no map developer. I have programmed Python i before, but even that I was mediocre at. And I presume you are likely working on some other project at the moment or are busy with life. Regardless, I have played some of your add ons and enjoyed them. I hope you do not lose faith in the community. I'd like to play more of your mods in the future.
Oh yes, thank you for the link to GdxBlood, had no idea something like that existed.
I understand your points, however I slightly disagree on one thing. I think the main issue with Blood (besides lack of source code) is the inflexibility when it come to modding with custom assets. You say "what community" but they will likely return when some form of progress is made, trust me. I for one am new to Blood. I found out about it by watching a video called "the forgotten shooters". I became unsatisfied by todays lack luster games and wanted to play something that "makes you feel like a kid again". You see, the community will return. Besides, Atari/GTi has already made it clear they have no intention in helping us nor updating the game, so we must help each other! However, I will admit I am no map developer. I have programmed Python i before, but even that I was mediocre at. And I presume you are likely working on some other project at the moment or are busy with life. Regardless, I have played some of your add ons and enjoyed them. I hope you do not lose faith in the community. I'd like to play more of your mods in the future. Oh yes, thank you for the link to GdxBlood, had no idea something like that existed.
NoOne
  • j
  • h4
  • 05/26/17 21:09

‘‘Quote

I think the main issue with Blood (besides lack of source code) is the inflexibility when it come to modding with custom assets

Is not that easy to understand, but when you get the point, you can mod almost anything in Blood. Basically, you can mod anything except AI. But is just seems no one really interesting. Peoples like to draw maps only.

‘‘Quote

I became unsatisfied by todays lack luster games and wanted to play something that "makes you feel like a kid again"

Welcome to my club :)

‘‘Quote

Besides, Atari/GTi has already made it clear they have no intention in helping us

Fuck them.

‘‘Quote

And I presume you are likely working on some other project at the moment or are busy with life. Regardless, I have played some of your add ons and enjoyed them. I hope you do not lose faith in the community. I'd like to play more of your mods in the future.

For Blood i have no projects currently except this site. And thanks for playing my mods :)
Of course i hope if community will stand again, but im not sure about it. Just because everyone who played Blood in it's years already grow up and gone.
[QUOTE]I think the main issue with Blood (besides lack of source code) is the inflexibility when it come to modding with custom assets[/QUOTE] Is not that easy to understand, but when you get the point, you can mod almost anything in Blood. Basically, you can mod anything except AI. But is just seems no one really interesting. Peoples like to draw maps only. [QUOTE]I became unsatisfied by todays lack luster games and wanted to play something that "makes you feel like a kid again"[/QUOTE] Welcome to my club :) [QUOTE]Besides, Atari/GTi has already made it clear they have no intention in helping us[/QUOTE] Fuck them. [QUOTE]And I presume you are likely working on some other project at the moment or are busy with life. Regardless, I have played some of your add ons and enjoyed them. I hope you do not lose faith in the community. I'd like to play more of your mods in the future.[/QUOTE] For Blood i have no projects currently except this site. And thanks for playing my mods :) Of course i hope if community will stand again, but im not sure about it. Just because everyone who played Blood in it's years already grow up and gone.
Guest
  • j
  • h4
  • 05/21/17 09:03
I've been playing with art files from various mods including the mysterious island and 33 painting and found that if renamed to a higher number (i.e. changing tiles018 to 019) blood's engine will always use the latter, overriding the previous meaning you will effectively have to swap file if you want to use a particular mod.
I'm curios, instead of just a voxel pack why haven't you tried a full assets pack? A sort of "hub mod" that contains all community made resources in one pack for easy install? It could be useful to modders (as resource collections) and end users (as a component to a larger mod) alike. Although It would be difficult to organize and get all members to agree on a common license for the works, I think it would make the installation and management of mods so much easier. The main drawback though would have to be the fact that existing mods with custom assets would have to be rewritten to reference said assets new location in the asset pack. The only exception to this idea would be mods that are intended to replace existing assets, such as your weapons mod.
I've been playing with art files from various mods including the mysterious island and 33 painting and found that if renamed to a higher number (i.e. changing tiles018 to 019) blood's engine will always use the latter, overriding the previous meaning you will effectively have to swap file if you want to use a particular mod. I'm curios, instead of just a voxel pack why haven't you tried a full assets pack? A sort of "hub mod" that contains all community made resources in one pack for easy install? It could be useful to modders (as resource collections) and end users (as a component to a larger mod) alike. Although It would be difficult to organize and get all members to agree on a common license for the works, I think it would make the installation and management of mods so much easier. The main drawback though would have to be the fact that existing mods with custom assets would have to be rewritten to reference said assets new location in the asset pack. The only exception to this idea would be mods that are intended to replace existing assets, such as your weapons mod.
NoOne
  • j
  • h4
  • 05/21/17 21:05


‘‘Quote

I'm curios, instead of just a voxel pack why haven't you tried a full assets pack?


This model pack was created from models i use in my BAITD addon series.

What you talking about is indeed good idea, but im afraid i cant really help in this. Is not that easy to make fully compatible things.

Besides, you can throw a stone in me, but where you see "community"? I know only very few peoples that still working on mods (and very very few who works on heavy mods).

You should hope for GdxBlood's author will do easy installation and comatibility in his port. And maybe then...Edited by user in 05/21/17 21:08
[QUOTE]I'm curios, instead of just a voxel pack why haven't you tried a full assets pack?[/QUOTE] This model pack was created from models i use in my BAITD addon series. What you talking about is indeed good idea, but im afraid i cant really help in this. Is not that easy to make fully compatible things. Besides, you can throw a stone in me, but where you see "community"? I know only very few peoples that still working on mods (and very very few who works on heavy mods). You should hope for GdxBlood's author will do easy installation and comatibility in his port. And maybe then...
Guest
  • j
  • h4
  • 05/20/17 07:11
Will this have any effect on the base levels (can I find the new voxels in the original levels) or just addons that support them. Also is there a way to merge the tiles018.art with another custom one as to avoid overwriting one with another?
NoOne
  • j
  • h4
  • 05/20/17 22:01

‘‘Quote

Will this have any effect on the base levels (can I find the new voxels in the original levels) or just addons that support them.

No, this pack is basically only for modders. They have to add models to their projects.

‘‘Quote

Also is there a way to merge the tiles018.art with another custom one as to avoid overwriting one with another?

It is possible, but makes sense only if tile numbers in ARTfile is not the same. You have use ART tools such as BAFedit, ARTEDIT or EDITART to view tilenums.
If they not the same, you can use BAFedit to manually add necessary tiles to needle art file.
[QUOTE]Will this have any effect on the base levels (can I find the new voxels in the original levels) or just addons that support them.[/QUOTE] No, this pack is basically only for modders. They have to add models to their projects. [QUOTE]Also is there a way to merge the tiles018.art with another custom one as to avoid overwriting one with another?[/QUOTE] It is possible, but makes sense only if tile numbers in ARTfile is not the same. You have use ART tools such as BAFedit, ARTEDIT or EDITART to view tilenums. If they not the same, you can use BAFedit to manually add necessary tiles to needle art file.
Guest
  • j
  • h5
  • 05/10/17 07:16
Thanks for the help NoOne. In theory it should also be usable by removing the "color" command and replacing the "start" command with "launch" in the .bat file, though your way's probably easier.
NoOne
  • j
  • h5
  • 05/10/17 23:22
It is, and maybe i will do it, but later, when i have new models to add.
Guest
  • j
  • h6
  • 04/28/17 01:48
This has been said before but i'll say it again, there are two issues with this pack. First, It uses the "start" & "color" commands which are only available on Windows, not dos. This means the bat cannot run on other platforms such as Linux. Second, barf.exe is a 16-bit application the bat uses for editing resources. This means it cannot run on 64-bit versions of Windows.
NoOne
  • j
  • h7
  • 05/09/17 01:00
This one from old good Windows XP times. You still run it manually in dos by simple extracting this zip to blood directory and typing something like that:

Code

1. barf blood.rff -a @models.rfs


So, no need to use bat file.

PS: This really has been said before? :)
This one from old good Windows XP times. You still run it manually in dos by simple extracting this zip to blood directory and typing something like that: [CODE]barf blood.rff -a @models.rfs[/CODE] So, no need to use bat file. PS: This really has been said before? :)
NoOne
  • j
  • h13
  • 01/16/14 21:18
Its nice to see also transfusion models. This pack includes some of them. Maybe i make this pack soon too
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