Concept
For small flows in dynamic environments, I've found that two-dimensional simulation is far more convincing than three, due to the latter's high resource demands limiting fidelity ...even on modern engines. My approach is to use a heavy and fully-transparent particle, which generates decals on collision, and spawns children upon death to create forking paths.
Halo Tutorial
An implementation on the PC version of Halo 1.
Goal
A dynamically flowing blood visual, triggered by either an explosion that gets past shields, or being run over by a vehicle. All showcased maps feature this effect.
Tool Needed
Eschaton
- Ideally, perform this tutorial on the map that you would like the effect in, because Eschaton's rebuild process scrambles complex tag references. This can be corrected afterward, however, it can difficult.
Instructions off as you go!
Tag Duplications
Modifications
- Navigate to your original effect tag of "effects\blood aoe human".
- Find your original "effects\particles\solid\blood h decal causing" particle.
- Visit your duplicated effect called "effects\blood aoe human".
- Go to your duplicated "effects\particles\solid\blood h decal causing" particle.
- Locate your duplicated point physics tag "effects\point physics\stones".
- Navigate to your original small blood splat decal "effects\decals\blood splats\blood splat small".
- Find your duplicated small blood splat decal "effects\decals\blood splats\blood splat small", which you have as a result of your recursive tag duplication.