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Thread Tools | Display Modes |
2023-04-08, 19:18 | #1 |
Join Date: Mar 2023
Posts: 9
Canada
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[CODING] Fixing Bullet Tracer Appearance
Long time player of Pr here, started roughly at about 0.6 - 1.0 and briefly returned for 1.4 - 1.6 and thus here we are today. Firstly should be noted as a whole the base experience of Pr is still excellent. Despite having numerous iritating server enforced dependancies such as insane amount of recoil, suppression, healing, kit restriction and squad functionality. Recently started delving into working inside both BATTLEFIELD 2 / Pr and seeing how far the base experience could further enhanced. In the spirit of BF:BC2, BF3, and BF4 trying to get every shot fired to have a tracer to assist longer range ballistic pattern target hitting along with several other key stuff which could potentially be brought forth into it's own iteration to be determined where and how that would proceed or transpire. Work itself has already been finished, but I'm stumbling into an issue presumably with newer shader version where increased size is rendering incorrectly or undesired
Already well versed in how to do significant change to files Typically the increased size of tracerscaler is just a giant ball ° However doing the identical thing tracer scaler in Pr will result > Not desirable, nothing tried has been able to fix. Advise if possible |
Last edited by 1941__1941; 2023-04-08 at 19:21..
Reason: FORMAT
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2023-04-08, 21:04 | #3 |
Join Date: Mar 2023
Posts: 9
Canada
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Re: [CODING] Fixing Bullet Tracer Appearance
https://drive.google.com/file/d/1zbq...ew?usp=sharing
https://drive.google.com/file/d/1b3c...usp=share_link How they appear in BATTLEFIELD 2 configured by default every shot increased size adjustment https://drive.google.com/file/d/1vVk...usp=share_link https://drive.google.com/file/d/1J9Z...usp=share_link How they appear in Pr 1.7.3.2 - 1.7.4.2 configured with BF2 values every shot increased size adjustment Things I've tried before asking here ° Modifying the shader code for trails and particles in the zips ° Copying over the model data for the p_tracer_g / all config ° Copying over the modified texture for the p_tracer_g / r ° Copying over the value data for the tracers in bf2 Since it's very compartmentalized and there is no definitive guide on which variable does what, thought I'd reach out for help as it would solve a very distracting visual anomaly and potentially improve the pr experience overall for those who are interested in it's functionality disregard the comically excessive size https://drive.google.com/file/d/1_L7...usp=share_link https://drive.google.com/file/d/17zV...usp=share_link Should be noted tracers on the receiving end or when fired alongside teammates appear correctly, it's just when they are being fire from the perspective of the shooter do they appear incorrectly it's the shape that's important in action |
Last edited by 1941__1941; 2023-04-08 at 21:35..
Reason: IMAGE
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2023-04-09, 00:16 | #4 |
PR:BF2 QA Tester
Join Date: Dec 2013
Posts: 82
United States of America
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Re: [CODING] Fixing Bullet Tracer Appearance
Man why does your game look like that!!!!
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2023-04-09, 01:44 | #5 |
Join Date: Mar 2023
Posts: 9
Canada
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Re: [CODING] Fixing Bullet Tracer Appearance
Those who ask why do nothing. Relevant to the discussion how?
Starting a reply off "MAN" makes me think you a NAM PTSD vet Help get this working first, it's unrelated to the point of the topic. Then I'd be more willing to divulge cutting into the resolution. |
Last edited by 1941__1941; 2023-04-09 at 02:53..
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2023-04-09, 08:15 | #6 |
PR:BF2 Lead Developer
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Re: [CODING] Fixing Bullet Tracer Appearance
Did you try using the bf2 p_tracer_r.bundledmesh?
also your screenshots make it very hard to see what is going on. Could you re-make them without any ReShade enabled? |
Mineral: TIL that Wire-guided missiles actually use wire
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2023-04-09, 14:32 | #7 |
Join Date: Mar 2023
Posts: 9
Canada
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Re: [CODING] Fixing Bullet Tracer Appearance
Things I've tried before asking here
° Modifying the shader code for trails and particles in the zips ° Copying over the model data for the p_tracer_g / all config Already did that, before posting here, so it's not the mesh Actually, this is just a newer SweetFX, but it is based off this here https://www.realitymod.com/forum/sho...118973&page=57 As for the screenshots, not sure how it wouldn't be clearly visible? Shaders have absolutely nothing to do with visibility or rendering. Do you know what it is you're looking for? See clearly here. This is how they look in BATTLEFIELD 2 a tracer ball https://drive.google.com/file/d/1OiX...usp=share_link This is how they look in Project Reality crocodile > https://drive.google.com/file/d/19oR...usp=share_link https://drive.google.com/file/d/1p3_...usp=share_link Guess if it is required to redo these with bigger tracer sizes, far larger than the intended size to see clearly sure, but I don't see how it would make the issue easier to see or correct it internally. Just feel as if those are not properly analyzed here. Download the picture outside Google editor otherwise there isn't a point in doing a brand new set, especially if you're just suggesting after it is tried without prior knowledge of the code itself. Anything those would be easier to see in those circumstances, but I digress. Didn't see, so do you not recognize how convoluted that is? How would we then compare a set from BF:BC2 / BATTLEFIELD 3 / BATTLEFIELD 4 which utilize an entire library of post processing to enhance their appearance? Frustrating it is being blamed on an unrelated thing which is purely preferential and has absolutely no obstacle in viewing those? Seriously. Just help fix the underlying cause |
Last edited by 1941__1941; 2023-04-09 at 14:45..
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2023-04-09, 15:59 | #8 |
Join Date: Mar 2023
Posts: 9
Canada
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Re: [CODING] Fixing Bullet Tracer Appearance
Think there is some eyes missing from your head.
Just how it goes in Pr, sorry he needed to find out. https://drive.google.com/file/d/13wU...ew?usp=sharing https://drive.google.com/file/d/1B0B...ew?usp=sharing https://drive.google.com/file/d/1CBP...ew?usp=sharing https://drive.google.com/file/d/1Ol9...ew?usp=sharing https://drive.google.com/file/d/1Q2E...ew?usp=sharing https://drive.google.com/file/d/1X1K...ew?usp=sharing https://drive.google.com/file/d/1_78...ew?usp=sharing https://drive.google.com/file/d/1ssG...ew?usp=sharing Tried replacing with the p_tracer_tank_r, it still had the same issue https://drive.google.com/file/d/1VZI...usp=share_link |
Last edited by 1941__1941; 2023-04-09 at 16:05..
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2023-04-09, 17:29 | #9 |
PR:BF2 Lead Developer
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Re: [CODING] Fixing Bullet Tracer Appearance
Thanks for the screenshots. This is how the tracer looks with backface culling enabled, which it normally should not be. It indeed looks like a shader issue. Are you playing with advanced shaders enabled or disabled?
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Mineral: TIL that Wire-guided missiles actually use wire
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2023-04-09, 18:52 | #10 |
PR:BF2 Lead Developer
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Re: [CODING] Fixing Bullet Tracer Appearance
We might have found the issue. MeshParticle.fx has CCW CullMode enabled and might cause tracers to not render correctly. We are looking into it
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Mineral: TIL that Wire-guided missiles actually use wire
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Tags |
bullet, projectile, p_tracer_g, tracer |
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