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Thread Tools | Display Modes |
2018-03-18, 11:16 | #1 |
PR:BF2 Lead Developer
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Vehicle thermal signatures
This is a short tutorial on how to edit the thermal signatures for vehicles in PR.
What you need:
The thermal signature can be added to vehicles through a new invisible DXT1 texture. That texture must have alpha of 0% and uses the green channel to define the heat or brightness of that part. The process is rather simple:
Example: This is no way finished and more a quick POC I did for the M1A1 Open the vehicle in meshviewer and find part to edit. Click the "SpeculatLUT_pow36.dds" texture for that. It will turn the part the material applies to red - Paint thermal signature Ingame result: The texture created: Some more tips:
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Mineral: TIL that Wire-guided missiles actually use wire
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Last edited by [R-DEV]Mats391; 2018-03-28 at 17:43..
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2018-03-18, 18:22 | #2 |
PR:BF2 Lead Developer
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Re: Vehicle thermal signatures
This is just tutorial based on a proof of concept after understanding how Mosquill created the shaders. Please someone with real texture know how make a good looking POC
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Mineral: TIL that Wire-guided missiles actually use wire
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2018-03-23, 10:49 | #3 |
Join Date: Jul 2017
Posts: 154
Yugoslavia
Location: Belgrade
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Re: Vehicle thermal signatures
Anyone working on this?
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2018-03-27, 21:35 | #4 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: Vehicle thermal signatures
I was messing around with this a few days ago, I did everything up to editing the texture but when I saved the bundledmesh for some reason it overwrote the 1st layer and my tank came up as a green mess.
Everything up to painting it went fine. It looked like this ingame This is the texture in the 4th layer This is my texture, not accurate I was just testing it on different parts or attempting to and seeing if I can make thermals stronger on the back and fainter on the rest. I feel like I missed something in this tutorial that was crucial, maybe I fucked up my channels when saving to dds from Photoshop? The parameters I used to save it as a dds |
Last edited by mectus11; 2018-03-27 at 21:43..
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2018-03-28, 02:07 | #5 |
Retired PR Developer
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Re: Vehicle thermal signatures
Unsure why your texture isn't working, mats should hopefully be able to help you with that, but rather than save the texture in DXT5, if you have a flat alpha like yours, save it in DXT1 with a 1 bit alpha like so and that saves the texture at 1/2 the size with the same alpha info you need.
Also I wouldn't have all the cold parts of the tank be 100% black by default, as when looking at proper refs of tanks, you can see even the coolest parts of a tank are well above the ambient temperature of its surroundings, where if its 100% black on the texture, it will be the same temp as the surrounding ground and other objects, which aren't made out of metal which is far less heat conductive etc as we all know. It also gives you some more play for things that might be super cold on a vehicle for w/e reason, so would have the minimum default temp be something like 25% green, possibly higher than that even but will take a bit of trial and error to get that perfect. It may also be easier to make these textures in the full rez of the main textures, then downsize them later, tbh think they can go lower than 512x512 even for a tank that is going to have a max texture size of 2048x2048 and this will also help you with painting in small details which even when downsizing, won't totally get lost, but easier to paint in high-rez. You may even want to take the diffuse, spec and normal to influence the thermal texture a little too so it isn't totally flat |
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2018-03-28, 17:43 | #6 |
PR:BF2 Lead Developer
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Re: Vehicle thermal signatures
Nope, you didnt miss anything, I forgot to add something
Meshviewer and also the editor cannot display this correctly. The will only show the TIS texture normally. In Meshviewer you can try to switch to GLSL shaders, I think those work. For editor you have to switch to color rendering mode, but you lose lighting etc then. If we go through with this we have to update shaders for both so they stay usable. Also like Rhino said, the texture should probably be DXT1 not DXT5. |
Mineral: TIL that Wire-guided missiles actually use wire
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2018-03-28, 20:54 | #7 |
Join Date: Sep 2009
Posts: 2,749
Sweden
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Re: Vehicle thermal signatures
Wouldn't the barrels of the MGs also be a little hotter?
Is this going to be in the game? How's this going to work? The thermals in PR is really not good. Wouldn't it require a shitton of work? I mean the ambience(ground) right now has a substantial amount of heat signature now. Would this only work on vehicles or is it possible on soldier models? |
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2018-03-28, 21:18 | #8 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: Vehicle thermal signatures
Steel Beasts is a good reference for this stuff like Mats linked in his first post. Also, I'll mess around some more and show what I get.
http://www.steelbeasts.com/sbwiki/in...egory:Vehicles |
2018-03-29, 07:59 | #9 |
PR:BF2 Developer
Join Date: Aug 2009
Posts: 2,988
Israel
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Re: Vehicle thermal signatures
Yes, it would require a shitton of work.
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2018-03-29, 12:42 | #10 | |
PR:BF2 Lead Developer
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Re: Vehicle thermal signatures
Quote:
Sadly this wont work on soldiers. I already tried to do some other things to make kits not show up on thermals so it doesnt look like every soldier is carrying a nuclear reactor in his backpack, but had no success so far. If anyone has experience with DirectX 9 shaders and/or BF2 rendering, please give me a call Yes it is, but it also is rather easy, repetitive work. Thats why I want to community to do it | |
Mineral: TIL that Wire-guided missiles actually use wire
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Tags |
signatures, thermal, vehicle |
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