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Battlefield Modding Tutorials BFMODS • View topic - Increasing effect visibility distance

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu May 14, 2009 10:09 pm 
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Joined: Sat Jan 26, 2008 11:58 am
Posts: 206
Location: UK / Sweden
(time for a lengthy and sanctimonious answer)

the problem is not the effect.. it's the projectile geometry. small objects like this seem to disappear (and the attached effect in this case) at relatively short range and it seems no amount of code tweaking can fix it. I guess there an overriding law within the engine that does this. To overcome it you can increase the size of the bounding box of the object which seems to trick the engine into thinking it is big.. and should still be on screen.

I have done this before with little wooden posts along side race tracks where they would always disappear too early... This problem is apparent because like me you are creating maps with high view and detail settings which bf42 pc's couldn’t handle (yeah yeah whatever.. we know...) before and the engine was never expected to display this distance.

I give you projectile_m1_long_view_distance !



add it as a custom static.. change the geometry in the PanzerIV weapons.con to this model (same but HUGE bbox) and you will see smoke trails for eternity.. (almost..)

One thing though.. it seems with projectiles you need to either precache the object or have it appear on the map somewhere as a static.. i had weird issues getting it to appear.
So try it on its own but if you have issues then create a simple static object with this mesh and just place it underground somewhere.. then it will be in the cache and will work. I guess because it is a custom.. and it not loaded on map start (the first time it appears is when its fired..) it doesn’t load up properly.

let me know if you have probs anyway.

*bows


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PostPosted: Fri May 15, 2009 12:29 am 
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Joined: Thu Feb 05, 2009 7:54 pm
Posts: 487
Location: Germany
Awesome! Giant thank you for the solution. Out of a hundred guesses I wouldn't have thought that this can't be fixed by code alone and actually is a mesh problem...

Thank you!

This REALLY spices combat experience up quite a lot. Did the same for the katyusha rocket (r_rocket_m1) and seeing the katyushas raining down in the distance is just plain awesome :)



All hail and praise fo0k ;)

EDIT: Though I didn't change the code for the projectile, but simply added it as replacement for the projectile_m1 in a standardmesh_00x.rfa . Can do because I am doing CSM. Also could be done mapwise by adding it to the maps' standardmesh folder, though only as CSM for custommaps. Just rename the two files to projectile_m1.rs and projectile_m1.sm and you're good to go.

_________________
Kampagne XI - Vereinte Achsenmächte


xFire: wgpsenshi


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PostPosted: Fri May 15, 2009 6:24 am 
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Joined: Wed Oct 10, 2007 10:01 pm
Posts: 43
Holy Smoke! This is unbelievable - two great finds in one thread! Thanks to you all. Sorry Jimi, no video, but if Senshi's thorough explanation wasn't enough, here's a pic that say's a thousand words.

Image

This was most important to me and my Planet of the Apes mod where the servant apes team, for example, consists of random skins of the gorillas (red), orangutans (orange), and chimps (green - default). Before Senshi's fix, each of the apes faces shown would have been the default chimp face at any distance greater than 3 meters. Now with the fix in place (as shown), each display the corresponding face at any visible distance, in this case, 50 meters.


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