Total War: WARHAMMER III

Total War: WARHAMMER III

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CarnageBlood (blood retexture)
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graphical
Tags: mod
File Size
Posted
Updated
15.939 MB
Aug 23, 2022 @ 11:49am
Feb 17 @ 5:28am
16 Change Notes ( view )
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CarnageBlood (blood retexture)

Description
No ketchup, yes-yes

decal, body stain blood has modified
There will be no conflict with other mods because they value compatibility
Flicking is happening now, but it's not because of the mod, it's a bug in the game that I've been through

Please don't merge it in any other mod

Update log
2022-10-28

Blood will remain semi-permanent (for an 1 hour).
Some blood graphics have been modified (they may be separated into add-ons in the future)

2022-10-29
ground blood texture change is roll back(just semi-permanent blood, commontexture)

2022-10-29
ground blood texture change

케첩 싫은사람을 위한 모드입니다

지면 데칼과 몸의 혈흔을 수정해줍니다.
호환성을 높히기 위한 것이기에 다른 모드와 호환이 높아졌습니다
지금 지면에 혈흔이나 다른 종류의 데칼이 Flickering(깜박임)하는 현상이 보일 수 있습니다만 이는 게임의 버그입니다(바닐라 테스트함) CA에게 따져주시면 감사하겠습니다.

2022-10-28
반영구적으로(1시간) 동안 핏자국이 남습니다. 여전히 Flicking버그가 존재하며 이를 유의해주시길 바랍니다.(삼탈보다는 줄어들었습니다)
일부 블러드 그래픽이 수정되었습니다.(차후 애드온으로 분리될 수 있습니다)

2022-10-29
지면 혈흔을 vfx 변경

모드 파일을 마음대로 수정하거나 다른 모드에 이식하지 말아주세요
68 Comments
MarsCrow  [author] Mar 31 @ 8:41am 
@(NG) Spacebro

Since the shaders are responsible for toning down the tones, we can't do anything about it.
but if you want to remove the blood on the units, there is a way to do it, assuming you have access to Photoshop and using RPFM.
1.Extract the bloodmap for this mod with RPFM
2.Open the bloodmap in Photoshop with the Intel Textures plugin installed.
3.Colorize the alpha channel of the bloodmap to black.
4.Save it as Cloor + Alpha, BC7 8bpp Fine (sRGB, DX11+)
5.Add and save as RPFM
6.If you followed the steps correctly, there should be no blood on the unit.
(NG) Spacebro Mar 31 @ 8:13am 
Thank you for this mod. Is there a way to tone down or remove the blood on units?
aeON Feb 26 @ 8:57pm 
Thank you again!
MarsCrow  [author] Feb 26 @ 8:08pm 
@aeON

To remove the reflective texture, you can delete the associated <modifier fragment=“ps_metal_roughness”> in the <behaviour_chains> at the bottom.
aeON Feb 26 @ 11:41am 
hi again. Is it possible for me to change your mod simply by removing the reflective effect on the ground blood textures?
aeON Feb 19 @ 1:55am 
Thank you very much.
MarsCrow  [author] Feb 18 @ 9:42pm 
@aeON

You can do this by modifying the LifeTime of decal_blood_puddle, decal_blood_spread, and decal_blood_spray in wh_dlc02_lib_blood_decals.xml.

In this mod, it is 3600 (1 hour), change it to min=“90.00” max=“110.00”, min=“40.00” max=“60.00”, min=“30.00” max=“35.00”, respectively, which are the values for vanilla, and they will be deleted after a certain amount of time.

If you have a specific time you want, you can also put that number in the min/Max.
aeON Feb 18 @ 1:59pm 
Wow! The new blood textures look great. Nice job. I think I will use only this mod for blood textures now.

Personally is there anyway I can change in RPFM how long blood stains stay on the ground? The only reason I ask is because I use a mod that makes unit sizes huge like 3x and after thousands have died my game does slow down.
MarsCrow  [author] Feb 17 @ 7:48am 
@枫のsama

Are you sure?
Does it happen when only this is enabled?
My guess is that you are using a different mode that changes the color and are telling me that.
I'm not even touching the DB in my mod.
lwhのsama Feb 17 @ 7:43am 
hi bro,why this mod has changed my hero body‘s color?