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2019-05-24, 07:17 | #1 |
PR:BF2 Developer
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Tracer Model for Networked Tank Projectiles
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. |
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Last edited by Arab; 2019-05-28 at 02:28..
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2019-05-27, 18:48 | #2 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Tracer Model for Networked Tank Projectiles
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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2019-05-27, 19:26 | #3 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Tracer Model for Networked Tank Projectiles
Not a material expert (yet), but I added luminance and glow.
M829A1: |
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2019-05-27, 20:06 | #4 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Tracer Model for Networked Tank Projectiles
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2019-05-27, 23:47 | #5 |
PR:BF2 Developer
Join Date: Jan 2013
Posts: 3,087
Australia
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Re: Tracer Model for Networked Tank Projectiles
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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2019-05-28, 00:10 | #6 |
Retired PR Developer
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Re: Tracer Model for Networked Tank Projectiles
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2019-05-28, 02:34 | #7 |
PR:BF2 Developer
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Re: Tracer Model for Networked Tank Projectiles
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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2019-05-28, 11:05 | #8 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Tracer Model for Networked Tank Projectiles
Alright, remade them. Reduced rotational segments and reduced poly count. Also improved the materials a bit in their colour and added yellow.
------ 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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2019-06-02, 00:32 | #9 | |
PR:BF2 Developer
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Re: Tracer Model for Networked Tank Projectiles
Quote:
OBJ would be fine. Only need the glow material in the 1st pic which is perfect. | |
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2019-06-03, 08:37 | #10 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Tracer Model for Networked Tank Projectiles
https://drive.google.com/open?id=1y3...vmscauJd6MgDSw
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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