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Posted: 2007-06-08 18:02
by Soalic
@WNxCareBear: basically exactly what im trying to say, so if that was able to be put in, 1: it would be more realistic, 2: you wouldn't be able to fire when walking, maybe even crawling
@Expendable Grunt and BlackwaterEddie: as it is i the game, when your walking, you still see through the scope, im just suggesting it would be cool to see it black and moving around instead of a still picture. If your good at sniping in the game, you can still shoot someone even when the scope is bobbing....AND, its not so much as steady bobbing, its more of a random bobbing/jarring motion. I don't know if a trained army sniper would be able to hold his rifle still while walking and looking through the scope, but it might be more realistic, even if low on the "things to do list" for .6 final or .7

Posted: 2007-06-08 18:22
by CareBear
well a sniperwouldnt be walkin round... he would probs be 2 miles in the opposite direction watchin u nose hair grow... and then boom





no nose hair ^^

Posted: 2007-06-08 20:14
by ZanderArch
Stop thinking snipers damn it, this could apply to any thing with a Scope! The Rifleman's 4x sight, any of the Marksman rifles (Which are designed to provide accurate and longer range shooting abilities to a Infantry squad that doesn't usually sit in a nice place and camp.

But, he's not really suggesting it so when you try to shoot while walking, you get a bad scope sight, he's suggesting it so that when you stand up or move in the scoped view, you'll get a realistic misalignment with your eye and scope like you would in the real world since your rifle isn't glued to your shoulder and your scope isn't glued to your eye.

It's an aesthetic back burner idea that a modeler could do in his free time, but other than that not the most important thing to work on.

Posted: 2007-06-08 21:48
by com_kieffer
yeah but it's already been said that this is hardcoded so why is the debate even going on ?

Posted: 2007-06-09 02:20
by Soalic
ZanderArch, thats pretty much what im say but ya, its hardcoded so why bother talking about it :D

Posted: 2007-06-09 04:51
by causticbeat
Image

RO ftw

Posted: 2007-06-09 06:01
by Cheeseman
To have around the scope not black is possible and it has been discussed before. It has been mentioned that the BF2 engine will make the frame around the scope also appear zoomed in along with the actual scope view. There is even a Vanilla Battlefield 2 hack which will get rid of the black frame around the scope.
Hers a screenshot of the hack:
Image
(Please don’t harass me if this isn't what the hack does and I'm mistaking, but I've only seen this screenshot in a website and I'm guessing)


My suggestion would be to get rid of the black frame around the circle representing the scope, and adding a fading see-through frame instead. So the view around the scope will appear blurry instead of just black.
Hers a Photoshoped image of what I mean:
Image
In this image I edited the frame is still not blury enough, but you get the point. :-)

Posted: 2007-06-09 06:18
by OkitaMakoto
OOOOooo beauty, if I say so myself. yeah, just blur out the outside so that it doesnt matter if it is zoomed or not (all that hardcoding jazz)
That picture is beautiful!! really refreshing to say the least... im sure THATS possible.....riiiight?
wink wink?
<3
Okita

Posted: 2007-06-09 10:19
by Vaiski
Cheeseman, unfortunately we can't blur it like that.
As far as I know, ingame blurring would require custom shader effect which BF2 doesn't support.

You could play with scope's transparency textures but it would probably end up looking rather weird.
Image
Something like in that is possible. Not very realistic though... unless we want to simulate dirty eyeglasses :p

Posted: 2007-06-09 10:30
by Brummy
'[R-DEV wrote:Vaiski']Cheeseman, unfortunately we can't blur it like that.
As far as I know, ingame blurring would require custom shader effect which BF2 doesn't support.

You could play with scope's transparency textures but it would probably end up looking rather weird.
Image
Something like in that is possible. Not very realistic though... unless we want to simulate dirty eyeglasses :p
What about the blur in vBF2 if a grenade explodes near you?

Posted: 2007-06-09 10:43
by Vaiski
EagleSquadron wrote:What about the blur in vBF2 if a grenade explodes near you?
We can't control it in any way.
Its coded to happen when something explodes. It also blurs the whole screen.

Posted: 2007-06-09 16:27
by ZanderArch
The blurring effect is hard coded, but I already suggested a fix that didn't get one reply.
Change the Scope Sights from a 2D image to a 3D model (Don't say that isn't possible, look at ANY iron sighted weapon, as you walk, the weapon weaves and the front sight misaligns with the rear sight)

Model it like a real scope, a long cylinder with the cross hair image replaced with cross bars.

Here, I just threw this together in GMax in about five minutes for use as an example.

Also, there is a mod that has Perspective for some of it's sights. It's one of those silly "all weapons shoot exploding bullets" mods. Department Store Wars or Depo Wars, something like that, here's a link: http://www.walmartsecuritysquad.com/Home/?page_id=8

Posted: 2007-06-09 18:17
by OkitaMakoto
'[R-DEV wrote:Vaiski']Cheeseman, unfortunately we can't blur it like that.
As far as I know, ingame blurring would require custom shader effect which BF2 doesn't support.

You could play with scope's transparency textures but it would probably end up looking rather weird.
Image
Something like in that is possible. Not very realistic though... unless we want to simulate dirty eyeglasses :p
thats soooo unrealistic... civilians wouldnt have sniper scopes to throw rocks :roll:

I think that looks better than it is now, so you could keep on target, and still be a bit aware of maybe guys trying to flank (shoot one guy in the distance, two run off to the side, you could see them a bit better while you take out another trying to medic the first for example)

Posted: 2007-06-09 22:45
by Cheeseman
'[R-DEV wrote:Vaiski']Cheeseman, unfortunately we can't blur it like that.
As far as I know, ingame blurring would require custom shader effect which BF2 doesn't support.

You could play with scope's transparency textures but it would probably end up looking rather weird.
Image
Something like in that is possible. Not very realistic though... unless we want to simulate dirty eyeglasses :p
Actually that looks relatively good, compared to just having a black frame instead. It looks very much like when I have my eye somewhat too close to my scopes eyepiece and the black blurs out with the surrounding. I for one think, this is hell of a lot better than what we have now, and I would love to see it implemented.

Posted: 2007-06-09 22:49
by OkitaMakoto
+1 I agree. and it should be incredibly easy to do, right?

Posted: 2007-06-10 21:35
by Cheeseman
While .6 is still at open beta, I think it'll be a good to give this idea a try and let the people decide (democratic way).

If this:
Image
is really a possible option for the snipers view.

Posted: 2007-06-10 22:09
by eggman
There's no democracy to the fact that we simply don't have the resources to edit every single mesh for every single weapon.. or even just some portion of the weapons. Each iron sight / optical sight / scope is a part of the weapon model. The textures that go in front or inside them (like the fuzzy rear iron sights or the reticules in scopes) are a seperate file.

Aside from that.. what you have represented there is NOT a realistic metaphor for how sights / scopes work irl.

IRL when using a reflex / holographic / red dot sight you retain a good deal of peripheral vision. Hence things like the M4 Aimpoint modelled in game where you can see the periphery while looking through the sight.

For scopes you typically have a very close level of eye relief and sacrifice almost all of your peripheral vision. Hence things like 4x scopes and greater that paint the outer edges of the screen black when zoomed in and using the scope.

Arguably the Rifleman scopes could allow some peripheral vision because soldiers will use those a bit like a reflex sight for close range combat. But the higher powered optics give you almost no peripheral vision whatsoever and the blacked outer circle is a fairly realistic representation of that given the engine's limitations.

Posted: 2007-06-10 22:26
by KingofCamelot
ZanderArch wrote:The blurring effect is hard coded, but I already suggested a fix that didn't get one reply.
Change the Scope Sights from a 2D image to a 3D model (Don't say that isn't possible, look at ANY iron sighted weapon, as you walk, the weapon weaves and the front sight misaligns with the rear sight)

Model it like a real scope, a long cylinder with the cross hair image replaced with cross bars.

Here, I just threw this together in GMax in about five minutes for use as an example.

Also, there is a mod that has Perspective for some of it's sights. It's one of those silly "all weapons shoot exploding bullets" mods. Department Store Wars or Depo Wars, something like that, here's a link: http://www.walmartsecuritysquad.com/Home/?page_id=8
The scopes in BF2 actually ARE 3D models.

Posted: 2007-06-10 22:31
by Cheeseman
Ow will... a man can dream. :-(
I guess in the near future when PR is switched to a different engine we might be able to see some of these features.