the point is that you dont have nightvision on N if the map is not isNightmap 1dunem666 wrote:this was my point... when i used the normal vanilla bf2 xpack nightvision, it works just fine.
Silent eagles light settings are a perfect example, The tunnels is silent eagle could be darker if the lightmaps were generated over 2 cycles, 1 with darker settings and then the rest of the map with lighter settings. This would still work bug free with NVG vanilla, not sure about the PR ones.
also.... I only need my map to be as dark as silent eagle for example...
The nightvision can still be used with no bugs this way as long as there is no (isnightmap 1) setting.
HOWEVER....
Lightmapping the area of my map (the tunnels) and the objects such as tunnelbunker_01
and tracing terrain makes the tunnels pitch dark black, and looks great in nightvision. and can still make out the textures on the objects.
I found the ONLY issue i have with the NVG bug is the object smallcrates and single small boxes. The lightmaps cover up the textures completly and look like black boxed orbs.
I dont think nightvision is buggy enough to be consider unusable. Just would be nice to be able to press 7 and get the NVG kits to work in PR, the kits that are in the init factions, they were made so i presume they must work somehow.
[?] Nightvision?
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Amok@ndy
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Re: [?] Nightvision?

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Rudd
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Re: Nightvision
I get this bug in Special Forces as well, I don't see a work around? Redoing teh Shaders would need som1 like Eggman surely? big work.[R-DEV]Rhino wrote:any map can work with either doing a few work arounds or fixing the shaders like I said above, it just needs a map good enough to be worth doing that work for.
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Rhino
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Re: [?] Nightvision?
eggman dosen't have a clue about editing shaders 
The simplest workaround would be to remove all dynamic lighting....
The simplest workaround would be to remove all dynamic lighting....
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Rudd
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Re: [?] Nightvision?
strange, I'm sure AM or someone mentioned eggman when we were working on this.[R-DEV]Rhino wrote:eggman dosen't have a clue about editing shaders
The simplest workaround would be to remove all dynamic lighting....
Removing dynamic lighting would hide the bug, but it would degrade teh realism of the night scenario imo.
A 2k forest or other well covered terrain with interesting terrain variations to use as cover would do the job as a night map right now if the emitters for the weapons were done, and dynamic lights put back in to the weapons that were removed for .9
I think a 2k overgrowth based map used as a nightmap would be perfectly acceptable if done correctly, I might even take a wack at it once my current projects are finished. I've already done alot of work on the relevant sky.con etc when I was working on Tad Sae night.


