Ironsights (in BF2)

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Apr 21, 2003
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Ok, I changed the 'left eye view weapon' in the second and third picture. I think the rearsight of the 3D weapon should not be any higher as in the picture now. And it is slightly more centered now.
 

OICW

Reason & Logic > Religion
I think that perhaps we're over-compliacting matters.

In real-life, AFAIK, most soldiers are taught (at least in CQB) to have both eyes open and to shoot . However, most people train one eye to be dominant and/or slightly squint with the dominant eye, so that although they still have the advantages of binocular vision, they're not seeing two iron sights or two Aimpoints.

My view; make the rear 3D iron sight slightly transparent to simulate the effect of focusing on the front sight and also having binocular vision.
 
Apr 2, 2001
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I personally don't like the idea of a 2 overlayed gunmoddels... it just looks fugly ;)

The whole focusing issue (either blurred fore- or background) cannot be implemented in a 100% realistic way anyhow - so I would prefere to stick to effects like "shift of viewcenter" , "using blurred ironsight backpart", "very little zoom-in" and "narrowed view width" to simultate one/two eye aiming.
 
Apr 21, 2003
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OICW said:
they're not seeing two iron sights or two Aimpoints.
Infact you see two sights, but since you concentrate to the front, you don't really notice the second rearsight at the right, but the second frontsight on the right is more clear visible, since it is right at the front.

But that was not the idea of the right 3D model, the idea was, that aiming binocular you SEE the weapon at the right.
I also thought about having the rearpart of the right 3D model a transparency fade in (or out...), to open even more view and to make the rearsight at the right less noticeable, but thats something only the developers and coders can talk about. I'll post an example picture later.



Nukeproof said:
I personally don't like the idea of a 2 overlayed gunmoddels... it just looks fugly ;)
I would hate two overlayed guns too, but I think the pics I've posted are not the same anyway, cuz the right 3D gun is opaque and the sights are particular and very transparent.
If both would be full guns with the same transparency, it would look like one grey thing over the whole screen, that would be 'fugly'. But just imo.

Nukeproof said:
The whole focusing issue (either blurred fore- or background) cannot be implemented in a 100% realistic way anyhow - so I would prefere to stick to effects like "shift of viewcenter" , "using blurred ironsight backpart", "very little zoom-in" and "narrowed view width" to simultate one/two eye aiming.
Of course it can't be implemented 100%, thats not the idea, the idea is to simulate, or better to say 'fake' real life, since anything else is not possible.

In real life, the weapon on the right side (seen by the left eye) is at the very right, so the rearsight is really at the right corner, but the right eye adds more view to exactly that corner and width it.
That was my idea making the 3D weapon so close to the center, to simulate the extended view.


Just transparent sights while havin one centered weapon view would look like the weapon is physically transparent, which I don't like ;) (only if the transparency is fluidly and looks less physical, than maybe it would be not soooo bad). The '2 gun system' at least explains the effect a bit by still having a massive weapon model, that you can move and feel and still a sight to aim.

When some players wont understand the idea of it in the game, than sorry but INF is a realism mod ;) and not a 'I'm used to that and this cuz it's a game mod'. At least they would like the benefit you would have from that system.


btw, what is 'shift of viewcenter'? I don't know if you mean this, but I remember in UT99, when you die in space, the view is getting streched forward which makes the distance at the front even more far away.
Would that work reverse? To strech the front closer while the outside view stays normal?
 
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Apr 2, 2001
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Psychomorph said:
Of course it can't be implemented 100%, thats not the idea, the idea is to simulate, or better to say 'fake' real life, since anything else is not possible.

IMHO it's not about simulating every tiny detail as perfect as possible (which could be quite clumsy/dissatisfying as a result) but implement dis-/advantages of the whole procedure in a proper way.

On aiming this would mean (in brief) more precise aiming (monocular) vs. wider field of view (binocular).

Psychomorph said:
btw, what is 'shift of viewcenter'? I don't know if you mean this, but I remember in UT99, when you die in space, the view is getting streched forward which makes the distance at the front even more far away.
Would that work reverse? To strech the front closer while the outside view stays normal?

That was just my expression for a slight shift of the camera. (from middle between 2 eyes to center of right eye). I think FarCry does somethink like this and the effect looks quite nice and believable to me.
 
Apr 21, 2003
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Nukeproof said:
On aiming this would mean (in brief) more precise aiming (monocular) vs. wider field of view (binocular).
Right, but I think it also have to be optically implemented in a realistic and sleak way. The functions (vs.) is a guarantee, but it have to look good and since 100% is not posible it have to be faked as good as possible.


Yes, this 'camera shift' have to be. I don't like in INF, that if you aim, only the weapon moves without any movement of the view.
When aiming a gun monocular, the camera should shift, but too the camera should move slightly down (head layed at buttstock animation).

In AA:O I like that if you have no gun and select it, the view moves down, like taking a combat posture.
 
Apr 21, 2003
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Btw, I think that would be about the most true binocular view (attached pic).
Mostly they are areas, which are covered by the weapon from both eye perspecives, but I doubt that is feasible in the game that easy and I don't think it's so worth, from the technical and optical (artistic) point of view, but on the other hand I don't think that looks 'fugly'.
 

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  • true binocular.jpg
    true binocular.jpg
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Beppo

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have to second yurch here... both views of the gun model would be on the same height, maybe a little different in height if you take the tilted head into account but only minimal not that much as in these screenshots.

@MightyTuX ... downloaded it already and will check it out in a few ;)
 
Apr 21, 2003
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A slight head tilt allready makes a big visual difference. Yurch was replying to the previous pic I´ve posted, which was not good.

No matter how high the second weapon sight is, it should not hide the horizontal line of the centered sight, thats why it needs to be lower and not only few pixels lower.
 
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