M16 Textures

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Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

M16 Textures

Post by Antonious_Bloc »

The current M16 has "born to kill" etched in yellow on the stock of the rifle. That's pretty sweet.

The problem is that it only shows up the right way when viewed from 1st person or from the left side of a fellow marine that's holding one. That's problematic, since you never see the back part of the rifle while in 1st period view, and since the rifle is held tucked under the arm you can't really read/see it when it's viewed at the proper angle when somebody else carries it because their body is in the way.

A bigger problem is the fact that the texture is the same on both sides of the weapon, meaning that it appears on the right side of the rifle, only backwards and unreadable. In PR, I can't think of a time when I saw an M16 and could read what it said correctly, but every time I see the mirror-imaged "llik ot nrob" (which is pretty often) it breaks immersion and looks downright silly. I thus propose that the writing is removed and the texture is that of the normal rifle stock. Plus, it's not realistic that every single troop would write that on their rifle, let alone put it on the other side backwards.
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Razick
Posts: 397
Joined: 2007-12-04 01:46

Re: M16 Textures

Post by Razick »

Buy a mirror
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: M16 Textures

Post by master of the templars »

or put the texture one backward so one the reversed side (the only one you see) its the right way up.
Make nukes, Not war
Rudd
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: M16 Textures

Post by Rudd »

llik ot nrob

damn...now everyone knows the password to the batcave...
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Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Re: M16 Textures

Post by Antonious_Bloc »

Not seeing it isn't the point. The point is that you can see it all the time, and it's backwards and looks stupid.

Nobody else minds it at all? :-|
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Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Re: M16 Textures

Post by Masaq »

Antonious_Bloc wrote:Not seeing it isn't the point. The point is that you can see it all the time, and it's backwards and looks stupid.

Nobody else minds it at all? :-|

*Grin* put it this way... when most of the community is offended by this minor detail on a texture on a single weapon - well, that'll mean the rest of the game is damn near perfect, and the DEV team will be blissfully orgasmic with joy - and then we'll sort it :D

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
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supahpingi
Posts: 1921
Joined: 2007-05-29 14:10

Re: M16 Textures

Post by supahpingi »

master of the templars wrote:or put the texture one backward so one the reversed side (the only one you see) its the right way up.
not gonna work afaik,if you texture a weapon you only exture one side of it,and the other side gets mirrored,wich explains the mirrored text on one side,so it would bassicly get the mirrored text un-mirrored(im am chocking in this myself right now,so it might not be that clear :P )
And the normal side would get mirrored.

atleast thats how it works with stalker,but i think its a general rule for games so it might be the same here.maybe some texture artist can confirm/clear this up
OkitaMakoto
Retired PR Developer
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Re: M16 Textures

Post by OkitaMakoto »

supahpingi wrote:not gonna work afaik,if you texture a weapon you only exture one side of it,and the other side gets mirrored,wich explains the mirrored text on one side,so it would bassicly get the mirrored text un-mirrored(im am chocking in this myself right now,so it might not be that clear :P )
And the normal side would get mirrored.

atleast thats how it works with stalker,but i think its a general rule for games so it might be the same here.maybe some texture artist can confirm/clear this up
He's suggesting we flip them around so that the backwards and correct writings change which side they are currently on to make it so that the 3rd person part[the part we mostly see] would be the right direction [at the expense of the mostly unseen first person side being backwards] ;)

And there are some textures which can have textures non-mirrored. I believe it has to do with the way they are finished off [uv mapped?] in their editor... prolly more to it than that, but yeah... just saves texture memory/texture time and that if they are just mirrored, among other things Im sure

/end pretending I know about modelling an texturing ;)
Scot
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Joined: 2008-01-20 19:45

Re: M16 Textures

Post by Scot »

Meh, not too bothered, really doesn't bother me at all.
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Smegburt_funkledink
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Re: M16 Textures

Post by Smegburt_funkledink »

!ti xiF
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[R-DEV]Matrox "CHINAAAAAAA!!!"
Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Re: M16 Textures

Post by Antonious_Bloc »

It should a a pretty simple fix, maybe 10 minutes tops... :grin:

I get that it isn't a big deal, but it's the little things that make a game professional.
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akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: M16 Textures

Post by akatabrask »

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PNG

There we go, ...[default program folder]/EA GAMES/Battlefield 2/mods/pr/objects_client.zip\weapons\handheld\USRIF_M16A4\Textures\stock_c.dds

Edited and done (yes it was mirrored in the .dds file)...saved as png since I have no clue what dds settings is used...took about as much time as it took to write this reply :)
Last edited by akatabrask on 2009-06-09 21:47, edited 1 time in total.
Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Re: M16 Textures

Post by Antonious_Bloc »

I don't suppose I could change the texture in my game myself, could I? Otherwise people would make their enemies bright blue and stuff like that.

Easy fix indeed though. Any chance this could be changed?
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Chuc
Retired PR Developer
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Re: M16 Textures

Post by Chuc »

No.. that would mean punkbuster will go nuts whenever you join a server. Don't worry people..
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: M16 Textures

Post by hiberNative »

never seen that text, but i'm bursting with joy that it's getting fixed... :roll:
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OkitaMakoto
Retired PR Developer
Posts: 9368
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Re: M16 Textures

Post by OkitaMakoto »

Now you guys know why PR .86 i taking so long, we found a real show stopper ;)
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