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Re: Next, fastropes!

Posted: 2011-11-22 09:11
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.

Re: Next, fastropes!

Posted: 2011-11-22 09:28
by jbgeezer
I stand by my argument, and I've seen plenty of proper use.

Re: Next, fastropes!

Posted: 2011-11-28 14:04
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.

Re: Next, fastropes!

Posted: 2011-11-28 15:08
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.

Re: Next, fastropes!

Posted: 2011-11-28 15:15
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.

Re: Next, fastropes!

Posted: 2011-11-30 00:10
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.

Re: Next, fastropes!

Posted: 2011-11-30 06:07
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.

Re: Next, fastropes!

Posted: 2011-11-30 12:02
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.

Re: Next, fastropes!

Posted: 2011-11-30 12:13
by Wicca
Can you try it in PR?

Re: Next, fastropes!

Posted: 2011-11-30 13:04
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.

Re: Next, fastropes!

Posted: 2011-11-30 15:05
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

Re: Next, fastropes!

Posted: 2011-12-05 11:31
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.

Re: Next, fastropes!

Posted: 2011-12-05 11:49
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

Re: Next, fastropes!

Posted: 2011-12-05 17:37
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?

Re: Next, fastropes!

Posted: 2011-12-06 13:25
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.