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Re: BZ2-HD Power Plant

Posted: Tue Mar 25, 2014 1:17 am
by Nielk1
Red Spot wrote:
Nielk1 wrote:Except the game can't do wear over time, so you have to make a good average.
Not directly, but it could be simulated via dll. You could just swap ships for other ships that give a vibe they've seen combat, or you could swap ships for a different design later on in a match. Far from perfect solutions ofcourse, but for a SP-mission where the visual aspect is important it could be done, sort of.
Are you telling me that the DLL can do it? I've long considered such things, of course, it isn't worth it. If I was going to do that I would override the render by hijacking DirectX.

Re: BZ2-HD Power Plant

Posted: Tue Mar 25, 2014 3:08 am
by jaydenbz2
If that's your excuse then deal with ****, amateur textures, equal damage distribution was just a story filler because it was too expensive to have certain parts of tank be destroyed, I'm sure a little wear and tear plus imperfection will heal your texture.

It's drab because shaded white goes grey and the contrast will be out of balance.

Take my advice please and make it more than plated chrome, if not filth and some better material variation, reality is, bz2 supports diffuse and em missive, faking chrome like this will be fairly gross.
Maybe hand paint *some shine in important parts, it will simply look more appealing to the eye.

No one likes the "perfect" texture, obviously atm you're not pulling off the clean look so either dirty it up, take chrome down magnitudes and/or add material variation.

Re: BZ2-HD Power Plant

Posted: Tue Mar 25, 2014 12:09 pm
by Red Spot
Nielk1 wrote:
Red Spot wrote:
Nielk1 wrote:Except the game can't do wear over time, so you have to make a good average.
Not directly, but it could be simulated via dll. You could just swap ships for other ships that give a vibe they've seen combat, or you could swap ships for a different design later on in a match. Far from perfect solutions ofcourse, but for a SP-mission where the visual aspect is important it could be done, sort of.
Are you telling me that the DLL can do it? I've long considered such things, of course, it isn't worth it. If I was going to do that I would override the render by hijacking DirectX.
Yes, me is. :)

Re: BZ2-HD Power Plant

Posted: Wed Mar 26, 2014 10:33 pm
by Zero Angel
Nielk1 wrote:
Red Spot wrote:
Nielk1 wrote:Except the game can't do wear over time, so you have to make a good average.
Not directly, but it could be simulated via dll. You could just swap ships for other ships that give a vibe they've seen combat, or you could swap ships for a different design later on in a match. Far from perfect solutions ofcourse, but for a SP-mission where the visual aspect is important it could be done, sort of.
Are you telling me that the DLL can do it? I've long considered such things, of course, it isn't worth it. If I was going to do that I would override the render by hijacking DirectX.
What about if you have the DLL look in the ODF for something like

[CraftClass]
DamageThreshold1=0.7
DamageConfig1="ivscout_d1"


Then have it just swap out the ODF when the threshold is reached

Re: BZ2-HD Power Plant

Posted: Thu Mar 27, 2014 12:01 am
by Ded10c
To reword Nielk's post:

That's possible but not ideal; a jarring appearance is your biggest problem, followed by orientation (if that's even still an issue). Hijacking the renderer is more complex but a better solution.

Re: BZ2-HD Power Plant

Posted: Thu Mar 27, 2014 12:04 am
by Nielk1
I can mitigate the damage done by preserving matrix and velocity but the game still has to deal with so many objects....

Re: BZ2-HD Power Plant

Posted: Wed Apr 23, 2014 11:00 pm
by Red Devil
bbb, did you happen to include an enbdev dll in your mod? found one d3d9.dll running when i ran bz2 and it turned out to be from enbdev.

Re: BZ2-HD Power Plant

Posted: Wed Apr 23, 2014 11:06 pm
by bigbadbogie
Yes RD. It enables QF2's bloom effect.

Re: BZ2-HD Power Plant

Posted: Thu Apr 24, 2014 1:26 am
by Red Devil
oh, well it jacked up my regular bz2 - a lot - so i deleted the dll after hunting around for it on the internet.

Re: BZ2-HD Power Plant

Posted: Thu Apr 24, 2014 4:54 am
by bigbadbogie
Shift+F12 deactivates it in-game.

Re: BZ2-HD Power Plant

Posted: Sat Apr 26, 2014 6:59 pm
by Commando
Where was this dll? If it was in the bz2 folder, I figured reinstalling the dx9 installer, inside your bz2 folder, would have replaced the offending dll.

Re: BZ2-HD Power Plant

Posted: Sat Apr 26, 2014 9:28 pm
by Red Devil
it's d3d9.dll in the root of the bz2 install.