Nightvision....

General discussion of the Project Reality Falklands modification.
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dunem666
Posts: 559
Joined: 2009-06-02 13:04

Nightvision....

Post by dunem666 »

Hi,

I just wanted to point out that all the posts ive seen so far about nightvision... its commonly answered with "Nightvision shaders are broken" when infact they are not.

I made a night version of both of my maps Bagdhad and Barentz Sea Invasion. Its a pitty that i stopped making maps quite some time ago but i still have the backup of them working for 0.92 Why cant same be implimented? is it a legal thing taking the shader from a non Vanilla mod?

there are also many other mods to allow NVG and even some real night heat.

Will this ever be considered for later updates?
dunem
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Nightvision....

Post by Rudd »

could you set up a proof of concept in 973 please?

I too experimented heavily with nightmaps in the past, however making the night stuff work in latest versions has been impossible for various reasons.

1) Latest graphics cards often have issues with night shaders, even in BF2-SF.
2) There are a number of new effects that need to be loaded for night maps resulting in CTD currently, though I think that is surmountable.

here is a video I made of my efforts (v0.85?)
Xfire - Gaming Simplified

You can see one particular bug which is a big problem, whenever a dynamic light touches a static, the static goes black.

I think we can get around that tbh, however it would have to be by using a modified thermal vision rather than the in-built night features of BF2. Otherwise we'd have to do it without any dynamic lights, which wouldn't be a huge problem if we can get the night mode actually working in 0973 properly.
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Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: Nightvision....

Post by Sgt. Mahi »

Rudd wrote: 1) Latest graphics cards often have issues with night shaders, even in BF2-SF.
2) There are a number of new effects that need to be loaded for night maps resulting in CTD currently, though I think that is surmountable.

Someone with the knowledge needs to step up and make a emulator for new graphic cards running BF2 then :)
Peace is that brief glorious moment in history when everybody stands around reloading
ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: Nightvision....

Post by ubermensche »

Can we also have some fastropes? :P
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Nightvision....

Post by Rhino »

Even when NVGs do get fixed, the only people to get them in PR:F will be pilots (need to check with MAs but pretty sure they should have them for 1982), a couple of vehicles (scimitar needs to loose thermals for NV) and possibly a couple of weapons (Arg Sniper rifle possibly).
ubermensche wrote:Can we also have some fastropes? :P
NVGs have always been possible, had them way back in v0.5 iirc on Bi Ming etc, but the shaders have been broken since then and we haven't gotten around to fixing them, mainly because we hadn't had any decent way of doing night maps as a map which was just night (ie, not alt day and night modes) was quite unpopular.
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abbadon101
Posts: 87
Joined: 2008-12-30 13:17

Re: Nightvision....

Post by abbadon101 »

Pilots would have had NVG's, there would also be the option for both sides to have NV sights on weapons (limited for balancing and such) as the British Army had Starlight scopes for the L1A1 since the 70's IIRC. There are lots of pictures of them in NI using them.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: Nightvision....

Post by jax »

No ones mentioned the fact that looking at a lime green screen for an hour to an hour and a half can get rather annoying, if they do get fixed that would be quite cool, although it would not change the mod for me. Really wish the BF2 engine wasn't so incredible, yet limited at the same time. If only EA had not gone so mainstream.... :/

Off we fuck.
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