Shedding a little light.

Insights into the development of Project Reality.
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Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Shedding a little light.

Post by Chuc »

Hey guys, hope you all are enjoying v1.0.
Here's a little sneak peek on one of the new things we have in the works.

Tim's doing up a wonderful 'generic' flare gun to be used by both unconventional and conventional forces for illumination and signalling. The texture, audio, kit allocation and illumination effect are still being worked on.



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40mm UGLs will also tout a new parachute flare round, which will function as a means for a squad to illuminate a large area for up to under a minute, allowing the squad to more effectively fight under low light conditions.

By Tim as well (a real sport, considering this next model isn't really a test of his hi-poly modelling skills..), is the M17A1 Flare Launcher (colloquially referred to as the Pop Flare), which is a one-shot self-contained flare launcher, fired by slamming the bottom of the launcher.

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A 2D sketch mock, planning the animation for the Pop Flare.

Look forward to playing with these toys in a future patch!
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Personal Folio - http://www.studioash.net
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Post by curahee150 »

Thank you SO much for this, but a couple of questions, I noticed that in the vid the guy had a kit that looked like an officer kit except for Binocs which was replaced by the flare gun so, will that be the new officer kit layout, is it a special kit, or have you not have enough time to implement binocs into the kit, also what about the pop flares will regular infantry have it to replace the inventor spot for the incendiary grenades, or will the breecher or another special kit have them?
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Post by ghostfool84 »

Really nice job, i thought dynamic lighting was not possible with bf2 engine
[KSK]
Glimmerman
Retired PR Developer
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Joined: 2007-08-14 11:12

Post by Glimmerman »

Will we get illumination rounds for artillery/mortars as well?
ChallengerCC
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Joined: 2010-08-21 10:35

Post by ChallengerCC »

Oh man sweeeeeet. :-D
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Heavy Death
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Joined: 2012-10-21 10:51

Post by Heavy Death »

Imagine youre a ebel defending somethin in the dark of the night. Then suddenly flares start popping up through the canopy few hundred meters away, from an organized team. Would be so epic. :')
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Post by Chuc »

@Curahee We're still sorting out which kits get it, and even the possibility of limiting these weapons to low-light/night layers of maps, replacing some of the smoke grenades.

@Glimmerman That's also in the works too.
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Personal Folio - http://www.studioash.net
titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Post by titsmcgee852 »

This is gonna lag like it does in FH2 won't it? Nonetheless, looks really cool.
Psyko
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Joined: 2008-01-03 13:34

Post by Psyko »

Jesus, your just too much of a freakin badass chuc...seriously, we are going to have to convene the UN to embargo your assbaddery.
OutCast
Posts: 4
Joined: 2013-08-28 19:44

Post by OutCast »

Thank god: night maps are coming back!! And flare guns is just an awesome addon! Great job :D
SpectrePR
Posts: 69
Joined: 2013-01-08 23:57

Post by SpectrePR »

Love the flare illumination range
effect. Will be perfect once the orb is
made to match the brightness.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Post by Pvt.LHeureux »

titsmcgee852;bt9516 wrote:This is gonna lag like it does in FH2 won't it? Nonetheless, looks really cool.
It doesn't lag in FH2. The spotlight do though.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Post by Hulabi »

Militaries atleast use flares that do not ignite the second they leave the barrel, this would be borderline suicidal because it would give away your position.
The flares ignite about 5 seconds after they leave the barrel and they do not last that long, usually they're anywhere between 7-15 seconds max (a pistol fired flare) a mortar fired illumination round lasts up to 45 seconds usually.

But great work nontheless :)
Death!
Posts: 319
Joined: 2013-04-03 00:21

Post by Death! »

I just hope you guys are doing dark maps FOR REAL with it. No more goddamn full moon.
splatters
Posts: 529
Joined: 2010-01-19 08:02

Post by splatters »

I hated these things in the army, always messing up my eye adaptation when in the receiving end. :D

Might as well bring night vision back if you're going to introduce more low light fighting.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Post by matty1053 »

I don't see this working well. Damn good job Chuc though.

This is gonna be spammed constantly, I know it as a fact. Plus, IRL... does soldiers actually have flare guns? no,.
DETROIT TIGERS
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Hulabi
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Post by Hulabi »

matty1053;bt9525 wrote:Plus, IRL... does soldiers actually have flare guns? no,.
Why not? I sure know i had one, just like my squad leader had one, and my platoon leader.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Post by Redamare »

AWESOME Just a some feed back! I find it weird in some instances that a squad leader would want to use a flare gun :l I do indeed like the Hand held flares :)

Flare gun should be Anti personnel Kit, Pilot kit, spotter kit and Heavy MG kit

The Crewman kit should have the placable road flares or pop flares as well as the Engineer kit
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Post by Arc_Shielder »

Very impressive guys. Keep up the good work.

Can we count on mortar flares in the future as well?
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Post by ComradeHX »

Can soviet flares be modeled? (mostly just a tube+some labels that are easy to add)
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