[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita" [R-DEV]Rhino:"I in fact got kicked from a server for tking." Hitperson:"well done, treasure it forever." [R-DEV]Adriaan:"Damned classy Roma, if I may say so." [R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
I didnt think bf2 engine could manage depth of field? That would be nice, I often ignore the ironsight/scope and just use the zoom to look at everything else tbh
I could have the solution for the blur thing like in FH2 but without any shaders just need someone to help me with the stupid dds/aplha channels thing.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita" [R-DEV]Rhino:"I in fact got kicked from a server for tking." Hitperson:"well done, treasure it forever." [R-DEV]Adriaan:"Damned classy Roma, if I may say so." [R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Yes guys the concept of 3D iron sights is very nifty but I think we are missing what could be a major drawback in the aesthetics department. It is my understanding that there are several models for each weapon for various view distances (further the distance, the lower the quality of model) in third person (geom_1 -> lod_0 and geom_1 -> lod_1). On top of that there is a unzoomed geometry (geom_0 -> lod_0) and a zoomed geometry (geom_0 -> lod_1) for handheld weapons.
Now I am also under the assumption that these 3D iron sights bypass the zoomed geometry and use the unzoomed geometry. So now you are using a model which has been designed to use a certain amount of tris/polys and have a certain amount of it visible (namely everything except the base and the right side). The problem is that with the 3D sights you are focusing on only a proportion of this model which results in a lot of detail which is not visible and thus going to waste. An analogy to this situation is taking a digital photo and zooming up very close so that you can see the individual pixels. You can see this happening with the mounted machine guns. They use the unzoomed 1P geometry (geom_0 -> lod_0) and look terrible compared to the dedicated zoomed geometry (geom_0 -> lod_1). Then again I am talking about low quality BF2 models being used in ways they weren't originally intended to be used compared to much higher quality PR models being used in a similar manner .
[R-CON]nedlands1 wrote:Yes guys the concept of 3D iron sights is very nifty but I think we are missing what could be a major drawback in the aesthetics department. It is my understanding that there are several models for each weapon for various view distances (further the distance, the lower the quality of model) in third person (geom_1 -> lod_0 and geom_1 -> lod_1). On top of that there is a unzoomed geometry (geom_0 -> lod_0) and a zoomed geometry (geom_0 -> lod_1) for handheld weapons.
Now I am also under the assumption that these 3D iron sights bypass the zoomed geometry and use the unzoomed geometry. So now you are using a model which has been designed to use a certain amount of tris/polys and have a certain amount of it visible (namely everything except the base and the right side). The problem is that with the 3D sights you are focusing on only a proportion of this model which results in a lot of detail which is not visible and thus going to waste. An analogy to this situation is taking a digital photo and zooming up very close so that you can see the individual pixels. You can see this happening with the mounted machine guns. They use the unzoomed 1P geometry (geom_0 -> lod_0) and look terrible compared to the dedicated zoomed geometry (geom_0 -> lod_1). Then again I am talking about low quality BF2 models being used in ways they weren't originally intended to be used compared to much higher quality PR models being used in a similar manner .
The thing with the AK-47 is that the sight radius is so small (since the rear sight is so far forward). This means that changes in alignment between the sights are less obvious and hence you are more likely to shoot wide, high or low.