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Old 2023-04-08, 19:18   #1
1941__1941

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Talking [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
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Last edited by 1941__1941; 2023-04-08 at 19:21.. Reason: FORMAT
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Old 2023-04-08, 20:02   #2
[R-DEV]Mats391
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Default Re: [CODING] Fixing Bullet Tracer Appearance

I think some pictures are missing in your post

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2023-04-08, 21:04   #3
1941__1941

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Default 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
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Last edited by 1941__1941; 2023-04-08 at 21:35.. Reason: IMAGE
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Old 2023-04-09, 00:16   #4
piratepengu
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Default Re: [CODING] Fixing Bullet Tracer Appearance

Man why does your game look like that!!!!
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Old 2023-04-09, 01:44   #5
1941__1941

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Default 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.
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Last edited by 1941__1941; 2023-04-09 at 02:53..
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Old 2023-04-09, 08:15   #6
[R-DEV]Mats391
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Default 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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Old 2023-04-09, 14:32   #7
1941__1941

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Default Re: [CODING] Fixing Bullet Tracer Appearance

Quote:
Originally Posted by Mats391 View Post
Did you try using the bf2 p_tracer_r.bundledmesh?
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
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Last edited by 1941__1941; 2023-04-09 at 14:45..
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Old 2023-04-09, 15:59   #8
1941__1941

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Default Re: [CODING] Fixing Bullet Tracer Appearance

Quote:
Originally Posted by Mats391 View Post
I think some pictures are missing in your post
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
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Last edited by 1941__1941; 2023-04-09 at 16:05..
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Old 2023-04-09, 17:29   #9
[R-DEV]Mats391
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Default 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?

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2023-04-09, 18:52   #10
[R-DEV]Mats391
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Default 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

Mineral: TIL that Wire-guided missiles actually use wire
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