Updated Muzzle Flash with smoke, Hit Effects, and Blood.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Well, assuming that the devs implement a realistic muzzle flash...

Keep up the good work, devs
"Practice proves more than theory, in any case."

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GRB
Posts: 475
Joined: 2005-11-01 20:05

Post by GRB »

The problem is, during daylight, muzzle flashes can only be seen from high powered weapons such as cannons and, generally speaking, anything larger than .50 caliber.

Smaller weapons only give off heat blurs during daylight. Which is a fairly translucent effect. It's mostly smoke. Darker conditions are a different situation but still, the flash is not as bright as the "hollywood" fire fights make them out to be...

BF2 cannot change the muzz. flash depending on the lighting. So if you set one that looks cool on a daylight map, it's going to look very strange on a darker map.

Another issue is the flashes of ambient light being visible during broad daylight on other objects in your pictures and videos. This is far from realistic. No offense dude.

This is one of those difficult things because the maps have everything to do with it. If we could figure out how to make map specific muzzle flashes then we'd be in business. (There's a proposition for ya Why?!)

I'm all for more smokey effects!
Last edited by GRB on 2005-12-06 05:23, edited 1 time in total.
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TweedleDee
Posts: 52
Joined: 2005-08-13 14:15

Post by TweedleDee »

i love the smoke, we need more of it! i want to see smoke wafting up from dead soldiers bullet wounds!
no that might be a little too much but good work. i vote for more smoke.
Why?!
Posts: 51
Joined: 2005-10-31 22:25

Post by Why?! »

'[R-PUB wrote:GRB']This is one of those difficult things because the maps have everything to do with it. If we could figure out how to make map specific muzzle flashes then we'd be in business. (There's a proposition for ya Why?!)
Didn't I say that already? Always wanted to quote myself
'Why?!' wrote:I am aware of this effect. Similar to shining a flashlight in a foggy dark room, then shining it outside in open clear air. There is no way that this could possibly be done dynamically, but there might be a way to do this. Back in the Battlefield 1942 days, you could build mods right into maps. Coral Sea introduced this with map specific immobile carriers. The problem though is that I am not sure if that feature survived the translation to Battlefield 2. There has been no indication whatsoever as to if this might still work. And judging by how Battlefield 2 completely restructured how the Battlefield engine read and used code it is likely that even if the feature survived, I would have no idea how to recreate it.
By the way I still am in need of someone, anybody to contact me and help me test it online. I do not want to release this without first testing to make sure it works online. I also have MSN, but PM me for that, I do not like the idea of putting that up here.
Last edited by Why?! on 2005-12-06 18:16, edited 1 time in total.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

WHY I WILL DO IT!

msn: [email protected]
Why?!
Posts: 51
Joined: 2005-10-31 22:25

Post by Why?! »

fuzzhead wrote:WHY I WILL DO IT!

msn: [email protected]
Great, I will contact you with download info and everything once I get home.

The more people the better. With more computers being tested the less likely that something might be missed and go wrong on release. I have had one buggy release already (HoverJeeps Server :o ops :) , I do not want a repeat of that. (Messy, messy, messy.)
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