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Old 2018-03-29, 17:12   #11
Hokunin
Retired PR Developer

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Default Re: Vehicle thermal signatures

Volunteer just needs to create a workflow pattern, then work on every next vehicle will become easier and faster. Anyone without any experience can do it, bonus here will be learning new skill ...and doing something that matters

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Old 2018-03-30, 11:56   #12
anantdeathhawk
Default Re: Vehicle thermal signatures

It would be helpful if DEVs would define a base heat signature and heat signatures for different temperature ranges, so that all the things would be made using a defined pallet of temperature brightness for thermal view.
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Old 2018-03-30, 13:38   #13
[R-DEV]Mats391
PR:BF2 Lead Developer
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Default Re: Vehicle thermal signatures

Quote:
Originally Posted by anantdeathhawk View Post
It would be helpful if DEVs would define a base heat signature and heat signatures for different temperature ranges, so that all the things would be made using a defined pallet of temperature brightness for thermal view.
I mention current average heat on vehicle in first post
Quote:
Normal heat brightness is around 0.55 in the green channel, so should make your painted parts darker than that
However this is still up to discussion etc. We can change values in shader etc. Right now all I am looking forward to is seeing how a tank looks when done properly and mectus is on a good way for that

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2024-04-12, 17:49   #14
[R-DEV]Suchar
PR:BF2 QA Lead
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Default Re: Vehicle thermal signatures

Bump, bump.

Is anyone willing to work on it?

https://www.realitymod.com/forum/uploads/signatures/sigpic98978_4.gif
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