[?] Nightvision?

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dunem666
Posts: 559
Joined: 2009-06-02 13:04

[?] Nightvision?

Post by dunem666 »

Is night vision and the NVG's still broken? Have they been fixed since PR 0.85?

Im really intregued to make a redux of Baghdad using nightvision underground and in dark buildings. I noticed a couple of community maps using nightvision and have made my night map... just useless without nightscopes. I also saw a DEV video on youtube of the tanks using heat scopes. Is this also possible for infantry?

I got this to work when PR was using 0.874, however, I had to copy all the shenanigans from Special Forces xpack content. It was not as good as the old PR one.


Be good to hear back from peeps
dunem
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myles
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Re: Nightvision

Post by myles »

i dont think NVGs are broken its just mpas got screwd up at night time and i was just in ukwf server ther on quinling and so wer you
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J.F.Leusch69
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Re: Nightvision

Post by J.F.Leusch69 »

we can have night plain terrain maps (without statics), but if we place statics on a nightmap than on some newer NVIDIA gfx cards there are some issues.

so what we need to fix them is complete new shaders, but i could be worng
Rudd
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Re: Nightvision

Post by Rudd »

we can have night plain terrain maps (without statics), but if we place statics on a nightmap than on some newer NVIDIA gfx cards there are some issues.
fully overgrowth maps will work, so a map like Op_snow storm could be proper night with NVGs etc.

however .9 doesn't have a simple way for us to add the muzzleflashes back in, and anyway the emitters need to be redone so that they fit the lengths of new weapons.

but no, a NVG equipped night map will not work.

You have to survive with a late or early scenario using the kind of sky.con from barracuda or silent eagle.
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BloodBane611
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Re: Nightvision

Post by BloodBane611 »

So we can have a dusk or dawn lightmap using NVGs with no major changes, but a true nightmap can't have statics and would require returning muzzleflashes to weapons (i.e. a shedload of work). Is that correct?
[R-CON]creepin - "because on the internet 0=1"
Rudd
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Re: Nightvision

Post by Rudd »

[R-COM]BloodBane611 wrote:So we can have a dusk or dawn lightmap using NVGs with no major changes, but a true nightmap can't have statics and would require returning muzzleflashes to weapons (i.e. a shedload of work). Is that correct?
its the NVGs that cause the problem, using isnightmap 1 loads shaders that just don't work with new graphics cards.

if someone can think of a work around using a differnet kind of hud that doesn't use the night shaders you could get a ghetto NVG, but I suspect it won't be particularly good or look particularly nice.
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Amok@ndy
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Re: Nightvision

Post by Amok@ndy »

no you cant use NVGs cause to enable NVGs you have to set IsNightmap 1
and this will load the shaders causing the issues on the buildings
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sylent/shooter
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Re: Nightvision

Post by sylent/shooter »

well thats unfortunate... I'm sure there is a way to get around it eventually.

Killing the enemy sylently
FoxtrotFaulkner22
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Re: Nightvision

Post by FoxtrotFaulkner22 »

Thats too bad, was keeping my fingers crossed for NVG.
Arnoldio
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Re: Nightvision

Post by Arnoldio »

Lets wait for Mosquill/CA and well see. :D
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Rudd
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Re: Nightvision

Post by Rudd »

Chiz CA havent done ANY work in this direction and they don't have the skillset required anyway afaik. CA do alot of interesting things, but this isn't one of them.

Mosquill might have something up his sleeve, but I don't know.

night bug bf2 - Xfire Video
^ this is what happens atm in BF2, dynmaic light makes statics go black.
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Brummy
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Re: Nightvision

Post by Brummy »

Dusk Yamalia go go go go!
rampo
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Re: Nightvision

Post by rampo »

'[R-CON wrote:Rudd;1350042']

night bug bf2 - Xfire Video
^ this is what happens atm in BF2, dynmaic light makes statics go black.
didnt look so bad if you ask me :p
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Rhino
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Re: Nightvision

Post by Rhino »

rampo93(FIN) wrote:didnt look so bad if you ask me :p
You can't see it that well in that vid but basiclaly when ever you fire next to an object, the objects in a certain radius flash black. Which if you think if we had fire fights back in the Bi Ming village and you where just looking into the village from the outside, and a fire fight was going on in there, all the village buildings would be flashing black the entire time which wouldn't only look dumb but the buildings that where flashing black you would know would have an enemy near them so would also be bad for gameplay.

I wouldn't have this error put anyone off from making a night map (not just converting a normal map to a night map) as there is a few work arounds you could do and probably also possible to fix with new/edited shaders, but like I said, it would take a decent night map in order to do that.
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Tim270
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Re: Nightvision

Post by Tim270 »

So a strictly forest/desert map could work? (with very little or no statics)
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myles
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Re: Nightvision

Post by myles »

Tim270 wrote:So a strictly forest/desert map could work? (with very little or no statics)
Hence kashan dessert or OP snow storm
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Rhino
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Re: Nightvision

Post by Rhino »

Tim270 wrote:So a strictly forest/desert map could work? (with very little or no statics)
any map can work with either doing a few work arounds or fixing the shaders like I said above, it just needs a map good enough to be worth doing that work for.
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lucky.BOY
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Re: [?] Nightvision?

Post by lucky.BOY »

Just wondering how it was working in Spec. Ops? There were night maps, and this didn't happen, right? I hadn't played it... But what is the difference between Spec.Ops. and this issue?
dunem666
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Re: [?] Nightvision?

Post by dunem666 »

lucky.BOY wrote:Just wondering how it was working in Spec. Ops? There were night maps, and this didn't happen, right? I hadn't played it... But what is the difference between Spec.Ops. and this issue?
this was my point... when i used the normal vanilla bf2 xpack nightvision, it works just fine.

Silent eagles light settings are a perfect example, The tunnels is silent eagle could be darker if the lightmaps were generated over 2 cycles, 1 with darker settings and then the rest of the map with lighter settings. This would still work bug free with NVG vanilla, not sure about the PR ones.



also.... I only need my map to be as dark as silent eagle for example...

The nightvision can still be used with no bugs this way as long as there is no (isnightmap 1) setting.
HOWEVER....

Lightmapping the area of my map (the tunnels) and the objects such as tunnelbunker_01
and tracing terrain makes the tunnels pitch dark black, and looks great in nightvision. and can still make out the textures on the objects.

I found the ONLY issue i have with the NVG bug is the object smallcrates and single small boxes. The lightmaps cover up the textures completly and look like black boxed orbs.

I dont think nightvision is buggy enough to be consider unusable. Just would be nice to be able to press 7 and get the NVG kits to work in PR, the kits that are in the init factions, they were made so i presume they must work somehow.
dunem
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AncientMan
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Re: [?] Nightvision?

Post by AncientMan »

nighttime stuff isn't in PR shaders, could be why it doesn't work... Though I remember a fair while back when a few of us were trying to solve this, replacing with xpack shaders didn't work. It's a bit hard for me to look into and fix the shaders when I don't have this issue (ATI card)... But meh, maybe I might look into it when I get some free time in a month or so...
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