Next, fastropes!

General discussion of the Project Reality: BF2 modification.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Next, fastropes!

Post by dtacs »

If you think that discussing the semantics of my posts is important, take it to PM's. I couldn't care less if I use phrasing which you take so literally.

And for the record, I never meant the majority. I'm done arguing it though, the kit won't be removed no matter how much feedback is given.
jbgeezer
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Re: Next, fastropes!

Post by jbgeezer »

I stand by my argument, and I've seen plenty of proper use.
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Hitperson
Retired PR Developer
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Re: Next, fastropes!

Post by Hitperson »

karambaitos wrote:yeah it zooms in more where the scope is, but its not actual zoom like in insurgency mod, its simmilar to how you zoom in on a picture in a pic viewing software, like the OP said

nope the zoom is exactly the same, watch the second video, all that is done is that a shader has been applied to blur the outside exactly.
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Raniak : "Warning: May crash if fired upon."
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DenvH
Posts: 208
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Re: Next, fastropes!

Post by DenvH »

Hitperson wrote:nope the zoom is exactly the same, watch the second video, all that is done is that a shader has been applied to blur the outside exactly.
I don't think it's only a blur here. If it is, than why does it has a parallax effect around 0:18-0:22 in the second video?

In any case you probably can't zoom in enough without it being all big pixels. Wouldn't it be awesome to have lens physics in-game. Don't think anything like that has ever been done in a game though but in 3d programs it works.
LongHairedHuman
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Re: Next, fastropes!

Post by LongHairedHuman »

DenvH wrote:I don't think it's only a blur here. If it is, than why does it has a parallax effect around 0:18-0:22 in the second video?

In any case you probably can't zoom in enough without it being all big pixels. Wouldn't it be awesome to have lens physics in-game. Don't think anything like that has ever been done in a game though but in 3d programs it works.
Indeed. If you read the video description, he states that the scope has a slight zoom. Having a true zoom like in insurgency mod, and red orchesta, would propebly require the game to render twice, which, if Im correct, is pretty damn hardcoded.
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Hitperson
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Re: Next, fastropes!

Post by Hitperson »

DenvH wrote:I don't think it's only a blur here. If it is, than why does it has a parallax effect around 0:18-0:22 in the second video?

In any case you probably can't zoom in enough without it being all big pixels. Wouldn't it be awesome to have lens physics in-game. Don't think anything like that has ever been done in a game though but in 3d programs it works.

the second video when he applies the shader it zooms the view in slightly but you can clearly see that it is a constant level of zoom between.
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
Rhino
Retired PR Developer
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Re: Next, fastropes!

Post by Rhino »

Hitperson wrote:the second video when he applies the shader it zooms the view in slightly but you can clearly see that it is a constant level of zoom between.
HP read the posts before, I thought the same when I first looked at the vid but if you look really closely you can see the inner is more zoomed in than the outer by a very slight amount its hard to notice.
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|HBD|Bad_santa12345
Posts: 23
Joined: 2011-11-30 11:35

Re: Next, fastropes!

Post by |HBD|Bad_santa12345 »

I was wondering why my videos were getting so many views. :grin:

Here is another video that shows different zoom factors and higlihts the bugs with it (resolution gets lower, nametags are wrong)
http://www.youtube.com/watch?v=3MgDR6rRbQM


The method i use for the zoom is very simple, atleast if you understand the basics of how shaders work, it just scales up the texture coordinates of the scene and then combines the scene with the zoom and without zoom. The scene without zoom is ofcourse blurred before this. The blur is very ugly because it is done in one pass. In PR the blur is proper gaussian blur done in two passes.
Last edited by |HBD|Bad_santa12345 on 2011-11-30 12:07, edited 1 time in total.
Wicca
Posts: 7336
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Re: Next, fastropes!

Post by Wicca »

Can you try it in PR?
Xact Wicca is The Joker. That is all.
Hitperson
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Re: Next, fastropes!

Post by Hitperson »

[R-DEV]Rhino wrote:HP read the posts before, I thought the same when I first looked at the vid but if you look really closely you can see the inner is more zoomed in than the outer by a very slight amount its hard to notice.
ah fair enough, personally i couldn't see a difference.
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Next, fastropes!

Post by maarit »

splatters wrote:There is a lot of talented people working on various mods and projects for BF2 constantly popping up with amazing new content. I think the DEV team could use a few fres members :wink:
and also some community factions could have some need for talented artists. :p
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Next, fastropes!

Post by maarit »

bad santa...i see that you have new video on your youtube.


it would be good if you could link this also in PR commo rose when request kits from crates.

if i remember right,you can choose in pr other weapon,clicking right mouse button when request kit but its quite bad cos you dont know what is those kits with alternative weapon.
Last edited by maarit on 2011-12-05 11:37, edited 1 time in total.
Rhino
Retired PR Developer
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Re: Next, fastropes!

Post by Rhino »

Ye the wookie sniper mod has had something like that for quite some time now. The thing is its really just 1000s of kits all generated from a script with all the different weapon combinations etc :p
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Hjid
Posts: 75
Joined: 2009-04-28 18:35

Re: Next, fastropes!

Post by Hjid »

[R-DEV]Rhino wrote:Ye the wookie sniper mod has had something like that for quite some time now. The thing is its really just 1000s of kits all generated from a script with all the different weapon combinations etc :p
Video description:
This one doesn't require you to create hundreds of kit .con files *coughWookieModcough* This also works on dedi because hud only does client side changes.
Also this seems interesting:
this system basically edits the kits dynamically.
Does that even work in multiplayer?
|HBD|Bad_santa12345
Posts: 23
Joined: 2011-11-30 11:35

Re: Next, fastropes!

Post by |HBD|Bad_santa12345 »

I have ditched that idea for kit customization because it actually doesn't work on multiplayer. If it did i am sure Mosquill or some other coding wizard would have done that already.
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