3d Iron Sights

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: 3d Iron Sights

Post by Drav »

ye it is with an AK dude as it has its rear aperture a loooong way forward......
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: 3d Iron Sights

Post by ReadMenace »

gazzthompson wrote:i think it is, check where this dudes eye is

http://www.ak47videos.com/vid/00-AK47CQB-0017.jpg
and here

YouTube - accuracy with an AK47
Yes, it your eye is set quite a ways back from the rear sight on an AK. But in 3d ironsight video, it appears far more so than it does when you're actually holding one. :wink:

-REad
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: 3d Iron Sights

Post by nedlands1 »

ReadMenace wrote:Yes, it your eye is set quite a ways back from the rear sight on an AK. But in 3d ironsight video, it appears far more so than it does when you're actually holding one. :wink:

-REad
:-)

Perhaps view the video in fullscreen mode if you haven't done so already.
Image
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: 3d Iron Sights

Post by Brummy »

If we get this + schmexy ballistics = win
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: 3d Iron Sights

Post by Mosquill »

[quote=""'[R-CON"]nedlands1;682452']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 :-D .[/quote]

Ak47, m249 and m16 have that low-detail problem you described, all other guns are fine iirc.

[quote="ReadMenace""]Yes, it your eye is set quite a ways back from the rear sight on an AK. But in 3d ironsight video, it appears far more so than it does when you're actually holding one. :wink:

-REad[/quote]

Yes I agree, the eye is pretty far on that video. I've repositioned it for the final version, so it's more like on the first 3d sights video.
kilroy0097
Posts: 433
Joined: 2008-01-02 12:57

Re: 3d Iron Sights

Post by kilroy0097 »

This is a random comment but if the Dev teams for FH and PR got together whatever mods come out of that would be ridiculously awesome. There are constantly arguments over one thing or another on both forums and possible solutions are found on the other mod's forum. Such as in here with Depth of Vision and much earlier in the year with the better Deviation on firing when prone with an Automatic Rifle. So much talent in two mods.

Ok I'm done with random comment.

.
Image
.
"When fascism comes to America it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
Post Reply

Return to “PR:BF2 Suggestions”