Visual effects

Visual effects #

While graphical improvements are far from the primary goal of the Featureful SDK, it still provides some graphic features most of which are configurable to some extent.

Wallpuffs #

Wallpuffs are small clouds of dust that play when a bullet-based weapon hits the world geometry or brush objects. This effect is similar to one used in Counter Strike, Day of Defeat and some other mods.

  • Wallpuffs are not enabled by default. The user can enable wallpuffs by setting the cl_weapon_wallpuff cvar to 1. See CVars. See Advanced settings for exposing the cvar to the settings UI.
  • To enable wallpuffs in the mod by default set the weapon_wallpuff.enabled_by_default feature to true in features/featureful_client.cfg.
  • The sprites used for wallpuffs can be configured by setting wall_puff1-wall_puff4 in features/featureful_client.cfg, allowing for up to 4 different sprites.
  • By default the single sprites/stmbal1.spr sprite is used for wallpuffs (a standard resource that exists in Half-Life).
  • The wallpuff color depends on the material the bullet hits and can be configured.

Grey wallpuff on concrete walls

Grey wallpuff on concrete walls

Brown wallpuff on wood material

Brown wallpuff on wood material

Wall impact particles #

Wall impact particles spawn when the bullet-based weapon hits the world geometry or brush objects (also some projectiles like nail) can produce wall impact particles). This effect existed in Half-Life from the beginning but Featureful SDK provides some options for its customization.

  • The wall impact particles style can be configured by a user via the cl_wallimpact_style cvar. See Advanced settings for exposing the cvar to the settings UI.
  • The default style used in the mod is configured by wallimpact_style.default feature in features/featureful_client.cfg.
  • The particles color can be changed per material.

Default Half-Life wall impact particles

Default Half-Life wall impact particles

Quake style wall impact particles

Quake style wall impact particles

Quake II style wall impact particles

Quake II style wall impact particles

Custom impact particles color for wooden surfaces

Custom impact particles color for wooden surfaces

Gunsmoke #

Gunsmoke is a cloud of dust that some weapons spawn upon firing on one of the viewmodel’s attachmenets (usually the end of barrel). Whether the weapon is able to produce gunsmoke is controlled by gunsmoke in weapon templates.

  • Gunsmoke is not enabled by default. The user can enable gunsmoke by setting the cl_gunsmoke cvar to 1. See Advanced settings for exposing the cvar to the settings UI.
  • To enable gunsmoke in the mod by default set the gunsmoke.enabled_by_default feature to true in features/featureful_client.cfg
  • By default gunsmokes use the same sprites as wallpuffs.
Gunsmoke example

Gunsmoke example

Blood #

Blood effects are shown on monsters when they take damage from tracing attacks (bullets, lasers, projectiles, player’s melee weapons). The amount of blood depends on the incoming damage. Featureful SDK provides options for the blood effect customization:

  • The blood splatter style can be configured by a user via the cl_bloodsplatter_style cvar. See CVars. See Advanced settings for exposing the cvar to the settings UI.
  • The default blood splatter style used in the mod is configured by bloodsplatter_style.default feature in features/featureful_client.cfg.
  • The user can enable blood streams by setting the cl_bloodstream to 1. Blood streams spawn only when the incoming damage is high enough. See CVars. See Advanced settings for exposing the cvar to the settings UI.
Default Half-Life blood splatter and spray

Default Half-Life blood splatter and spray

Half-Life Day One blood

Half-Life Day One blood

Quake blood particles

Quake blood particles

Quake II blood particles

Quake II blood particles

Blood stream (like in Half-Life Alpha)

Blood stream (like in Half-Life Alpha)

Entities #

The list of entities related to creation of various visual effects in game:

Fullbright textures on studio models #

Featureful SDK supports rendering of fullbright textures (fullbright flag) on studio models. Such textures are drawn in full brightness even in the complete darkness (example: the battery model from Sven Co-op).

When running the mod on GoldSource, Featureful SDK uses a special logic to render parts of the model in fullbright. Since Xash3D handles fullbright textures on studio models natively, Featureful SDK skips this special logic when the mod is running on Xash3D.

Regular battery next to one with fullbright texture, in the dim lit area

Regular battery next to one with fullbright texture, in the dim lit area

The way Featureful SDK implements support for fullbright textures on GoldSource may conflict with external renderers like Meta Renderer.

If you intend your mod to run on such renderer and use fullbright textures you need to add the following line to the features/featureful_client.cfg:

fullbright_textures false