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Render to texture - what are the possibilities?

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Well, that's a different kind of logic. Actually, perhaps the word "logic" was ill chosen. :)

What I meant was, there shouldn't be a technical reason for RTT to work only in the driver/cargo view LODs. Like Max Power explained, any LOD is just a shape with materials on it, so RTT should (theoretically) work anywhere, as long as the appropriate material is applied.

That's how I read it. Maybe we're the only sane ones here... maybe we're both nuts :p

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That's how I read it. Maybe we're the only sane ones here... maybe we're both nuts :p

omgomg duz dis meens we can hawz <3 beet sensors n' stoof?

No I mean for real: RT scopes? Yes please

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That's how I read it. Maybe we're the only sane ones here... maybe we're both nuts :p

I wasn't denying that it isn't technically possible for the engine, just limited by out PC's horsepower really.

It is an overhead cost that a decent cubemap or refmap wouldn't solve, leaving the working mirrors for the internal views.

You pair are both sane on the fact that it is feasible, but slightly nuts if you think the hardware will be able to do it.

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I do not understand the "lol compurz0r w0n't runs".

If they do screens for helicopters with RT, why can't they do a small scope?

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Well, if you do a scope, you're introducing a lot of performance intensive stuff.

You're doing a zoomed in scene, which reduces frames for a lot of people when there is vegetation in the background.

Optimally you're using DOF blur on everything in the background.

And then you're using PP on the scope itself for chromatic aberrations and distortion.

Who knows if that makes a difference in the new engine. It's something to consider when trying to figure whether or not this is a good idea. Only BIS knows, and they also know that it's a wanted feature.

Another thing to consider is if it cuts down on the usability of scopes and / or if it requires the camera to be zoomed in to a scope-like fov in the first place. I guess this could be solved by putting another non-floating scope camera on the weapon especially for viewing the scope.

Edited by Max Power

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Render to texture, could they work the same way as the portals in portal?

Example: if you build the interior of a car and place it deep under the surface of the map.

And make all the windows as portals linked to the exterior of the car that drives around on the map.

Pros with this: make it easier to walk around in vehicles and shoot through windows.

And the light would be more accurate, no more streetlights shining through a solid roof etc...

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If render to texture AND shader effects can be accessed by modders for things like particles, then things like heat haze, shimmer and mirage effects could become possible. That's a little ambitious, and relies on things like being able to return the surface normal of distant terrain/road polys.

Not exacty a game-changer, just something I've been thinking about for various reasons :)

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I highly doubt we'll be able to send objects through RTTs, they're only textures.

A kind of portal system could (theoretically) be emulated though. It really depends on the amount of freedom we will have with the RTT technology.

For example, will it be possible to create a model with an RTT material which can recieve data from an arbitrary renderer? This could work similarly to the scripted hiddenSelections we have now.

That way, we could create a camera somewhere else in the world and "hook it up" to an RTT material on a custom model. This custom model would then act as a "screen", showing us what the camera sees.

Now imagine a script that detects when someone moves into the same space as that screen and setPos'es them to the location of the camera. Voila, a working portal! The only difference would be that you couldn't stand inside one of those "portals" with one half of you sticking out at both ends...

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I think BIS will allow full access to RTT tbh they support there modding community and have done from day one so yeah RTT with luck will be fully accessible by modders :)

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I just nerded all over the place

[YOUTUBE]BTooECYtkW0[YOUTUBE]

Thats not RTT tho, its "just" another (small) screen inside the optic...

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Thats not RTT tho, its "just" another (small) screen inside the optic...

IIRC you need render to texture for that....

Disregard everything, if it's the gun hes holding, no it's not RTT.

Edited by Archosaurusrev

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honestly BIS should be making a templete for modders, they go hard in some places and completely give up in others, instruments for the a10a vs. the abrams which is basically just a moving camera (no inside). they should just make everything "possible", as in make a great engine, sound, etc, and step back for the modders to build it. i guess my analogy is they are great at making foundation, but modders build the skyscrapers

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honestly BIS should be making a templete for modders, they go hard in some places and completely give up in others, instruments for the a10a vs. the abrams which is basically just a moving camera (no inside). they should just make everything "possible", as in make a great engine, sound, etc, and step back for the modders to build it. i guess my analogy is they are great at making foundation, but modders build the skyscrapers

Are you trying to say it's impossible to create tank interriors? There's no engine limitation there; it's just difficult to model.

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That WOULD be pretty amazing.

Apache gunner FLIR/DTV picture on one of the MPD screens.

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So regarding RTT for scopes, is this image real or fake?

Fake. :D

Unless they would make Arma 3 screens with Arma 2 maps.

_neo_

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Fake. :D

Unless they would make Arma 3 screens with Arma 2 maps.

_neo_

Man, Are you in for a surprise. :D

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Man, Are you in for a surprise. :D

omg, Lemnos is fake and ArmA3 is actually taking place in Takistan along with Take On Helicopters!? :yay:

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That WOULD be pretty amazing.

Apache gunner FLIR/DTV picture on one of the MPD screens.

Dream bigger my friend ;), how about TADS in one picture to watch what the gunner is looking at and PNVS in the other while operating at night (without NVG mount)..or go one further for some truley obscene challenge, having the option for a view of the aircrafts nose while also maintaining normal perspective.

Edited by NodUnit

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take it further than that, if the also fix the problem of fixed wing turrets and objects disapearing in distance, imagine a deticated clan having a 3-5 person ac130u. gunner, radar operator, pilot, etc i forgot the other positions, but imagine all that but not 800 meters up like they have been but 20-30000ft sound good yet? :yay:

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All of render to texture sounds great to me, hell much of Arma3 sounds great thus far, I was a bit dissapointed when I saw there were no example but my mind said "It's a VBS2 feature..get over it" but I help on, so when it was said at E3 I pretty much went ecstatic.

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