Viewmodel Blood Splatter Overlay
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Introduction
This is a tutorial for a simple material proxy system which we will use to switch viewmodel textures dependent on CQB. Final results that could be made from this are for example, hands and weapon covered in goo, acid, blood, water, animated raindrop water normals, and many more visual design elements.
Requirements
- Beginning/Intermediate knowledge of C++;
- Source SDK 2007 engine branch (2013 compatable version in process of writing);
- Knowledge and familiarity with textures and materials.

What You Will Learn
- To create a new material proxy system using a $detail variable
- To create an overlay of blood onto a viewmodel after shooting flesh or blood materials (NPCs included of course) at close quarters
Known Bugs
Without using different names for materials and textures relating to multiple weapons, a blood overlay switch will happen to all weapons - Compile models with different material name associations.
Tutorial
Step 1: Programming
Create on the Client, proxy_blood.cpp
proxy_blood.cpp
#include "cbase.h"
#include <KeyValues.h>
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/IMaterial.h"
#include "materialsystem/ITexture.h"
#include "materialsystem/IMaterialSystem.h"
#include "FunctionProxy.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
ConVar cl_viewmodel_blood("cl_viewmodel_blood", "0");
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseEntity::IsCoveredInBlood( void )
{
return cl_viewmodel_blood.GetBool();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseEntity *C_BaseViewModel::GetCoveredBloodEntity( void )
{
C_BaseEntity *pWeapon = m_hWeapon.Get();
if (pWeapon)
{
return pWeapon;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CViewmodelBlood_Proxy : public IMaterialProxy
{
public:
CViewmodelBlood_Proxy();
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
IMaterial *GetMaterial();
virtual void Release( void ) { delete this; }
private:
IMaterialVar *m_pDetailBlendFactor;
IMaterial *m_pMaterial;
bool m_bPlayerBlood;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CViewmodelBlood_Proxy::CViewmodelBlood_Proxy()
{
m_pMaterial = NULL;
m_pDetailBlendFactor = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CViewmodelBlood_Proxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
m_pMaterial = pMaterial;
bool bFound;
m_pDetailBlendFactor = pMaterial->FindVar( "$detailblendfactor", &bFound );
if (!bFound)
{
m_pDetailBlendFactor = NULL;
return false;
}
m_bPlayerBlood = pKeyValues->GetInt( "player", 0 ) > 0;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CViewmodelBlood_Proxy::OnBind( void *pRenderable )
{
IMaterial *pMaterial = GetMaterial();
if (pMaterial)
{
if (pRenderable)
{
IClientRenderable *pRend = ( IClientRenderable* )pRenderable;
C_BaseEntity *pEnt = pRend->GetIClientUnknown()->GetBaseEntity();
if ( pEnt )
{
C_BaseEntity *pWeapon = pEnt->GetCoveredBloodEntity();
if (pWeapon)
{
CBaseEntity *pTarget = m_bPlayerBlood ? pWeapon->GetOwnerEntity() : NULL;
if (pTarget)
{
pWeapon = pTarget;
}
if (pWeapon->IsCoveredInBlood())
{
m_pDetailBlendFactor->SetFloatValue( 1.0f );
}
else
{
m_pDetailBlendFactor->SetFloatValue( 0.0f );
}
}
else
{
m_pDetailBlendFactor->SetFloatValue( 0.0f );
}
}
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IMaterial *CViewmodelBlood_Proxy::GetMaterial()
{
return m_pMaterial;
}
EXPOSE_INTERFACE( CViewmodelBlood_Proxy, IMaterialProxy, "ViewmodelBloodProxy" IMATERIAL_PROXY_INTERFACE_VERSION );
In c_baseentity.h add the following lines
c_baseentity.h
virtual C_BaseEntity *GetCoveredBloodEntity( void ) { return this; }
virtual bool IsCoveredInBlood( void );
In class C_BaseEntity : public IClientEntity above virtual ~C_BaseEntity(); in public
Tutorial being made now...