Tracer Model for Networked Tank Projectiles

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Arab
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Joined: 2012-05-18 03:37

Tracer Model for Networked Tank Projectiles

Post by Arab »

Hello all! :)

So we've got the Networked Tank Projectiles ready (Basically fixes issues with not hearing cannon shots and hit detection), but the problem with the current system is that the particle tracer effect will cull at around 150m away from the player view.

[R-DEV]AlonTavor came up with a solution to use the model to render the projectiles like the RPG's which do not have this issue. Currently it's setup to use the RPG projectile model but we do need your help.

We would like someone to model Green, Red and Yellow tracers, and if possible have a glow effect via shaders/reflective material or otherwise a lightsource effect can be attached to provide the glow

If that's not possible, a model of a generic Tank Projectile will suffice for both HE and AP rounds.

This would enable to release this as part of v1.6 hopefully.
Last edited by Arab on 2019-05-28 02:28, edited 1 time in total.
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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

Define "tracer model". Just 2 quads going to each axis from 000 in a 90° angle?
Or just give me a shell model you would like me to remake.
Also which file format?
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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

Not a material expert (yet), but I added luminance and glow.

M829A1:

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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

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camo
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Re: Tracer Model for Networked Tank Projectiles

Post by camo »

Yeah nice one. Though i think instead of the plain green/red texture a glow effect is gonna be added. If this is the case would you be ok with texturing them?
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Arab
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Re: Tracer Model for Networked Tank Projectiles

Post by Arab »

Well that was quick :) Thanks for the quick work

Nice work CAS_ual_TY. Would like it to be exported as a bundledmesh.

Added yellow tracers as another request since I forgot that they may needed to be added too and for the glow, I can attach a lightsource object to each projectile with different colors to help simulate the outer glow.
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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

Alright, remade them. Reduced rotational segments and reduced poly count. Also improved the materials a bit in their colour and added yellow.

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Now, about materials. I dont know what u want rly xd
You want me to texture the models? I am not yet able to do that unfortunately (didnt learn it yet hehe). Or want me to do something with the materials (see below).
Additionally, I unfortunately cant export as bundlemesh, I can give you FBX OBJ or C4D.

Also, I just want to clarify what "Glow" and "Luminance" mean in this context; 1st is glow, 2nd is luminance:

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Arab
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Re: Tracer Model for Networked Tank Projectiles

Post by Arab »

CAS_ual_TY wrote:Alright, remade them. Reduced rotational segments and reduced poly count. Also improved the materials a bit in their colour and added yellow.

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Now, about materials. I dont know what u want rly xd
You want me to texture the models? I am not yet able to do that unfortunately (didnt learn it yet hehe). Or want me to do something with the materials (see below).
Additionally, I unfortunately cant export as bundlemesh, I can give you FBX OBJ or C4D.

Also, I just want to clarify what "Glow" and "Luminance" mean in this context; 1st is glow, 2nd is luminance:

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Awesome! :thumbsup:
OBJ would be fine. Only need the glow material in the 1st pic which is perfect.
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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

https://drive.google.com/open?id=1y3kjT ... auJd6MgDSw

I give you full permission to do what you want with these for PR development.
Cinema4D student license applies: No commercial use (not that you do that anyways, just wanted to mention it).

Color materials for HE and AP are the same (eg. ap_yellow and he_yellow are the same). Adjust the Glow Radius of all materials to your liking.

If you ever need some simple models like this again, you can always hit me up. Takes me a couple minutes to make these. Credit would be nice

hf
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mectus11
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Re: Tracer Model for Networked Tank Projectiles

Post by mectus11 »

R-CUCK CAS_ual_TY when
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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

NAOW
FOCK
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Arab
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Re: Tracer Model for Networked Tank Projectiles

Post by Arab »

CAS_ual_TY wrote:https://drive.google.com/open?id=1y3kjT ... auJd6MgDSw

I give you full permission to do what you want with these for PR development.
Cinema4D student license applies: No commercial use (not that you do that anyways, just wanted to mention it).

Color materials for HE and AP are the same (eg. ap_yellow and he_yellow are the same). Adjust the Glow Radius of all materials to your liking.

If you ever need some simple models like this again, you can always hit me up. Takes me a couple minutes to make these. Credit would be nice

hf
Cool! Thanks for doing these. We will give credit of course ;)
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Danesh_italiano
Posts: 573
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Re: Tracer Model for Networked Tank Projectiles

Post by Danesh_italiano »

Would be very cool if the shell leaves smoke traces :D

https://www.youtube.com/watch?v=pDIL88x ... tu.be&t=75
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
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Mineral
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Re: Tracer Model for Networked Tank Projectiles

Post by Mineral »

Could you export these to .obj/.max/.fbx? Something to open in Max with so I can export it more easily. I could only find pretty expensive C4D to .max plugins :( But maybe you can export it to a more common format from C4D.
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CAS_ual_TY
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Re: Tracer Model for Networked Tank Projectiles

Post by CAS_ual_TY »

.mtl and .obj are also in that drive folder alongside the .c4d files
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Mineral
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Re: Tracer Model for Networked Tank Projectiles

Post by Mineral »

Should have looked in the drive folder. My apologies :)
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