Dynamic Tree Shadows?

General discussion of the Project Reality: BF2 modification.
Leopardi
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Dynamic Tree Shadows?

Post by Leopardi »

In BF2 demo there are accurate dynamic shadows casted by trees which look pretty damn awesome in motion. Are these possible with 1.5 anymore? I haven't seen these in PR either:

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Last edited by Leopardi on 2010-10-31 01:00, edited 1 time in total.
Hunt3r
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Re: Dynamic Tree Shadows?

Post by Hunt3r »

The BF2 Demo has a lot of things that retail BF2 doesn't, to say the least >.>
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Wilkinson
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Re: Dynamic Tree Shadows?

Post by Wilkinson »

They are in PR as far as I remember
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=Romagnolo=
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Re: Dynamic Tree Shadows?

Post by =Romagnolo= »

Ow ! I never noticed that before. Maybe because when I played the demo I didn't have powerful computer as I do now.

But we still have hopes

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Leopardi
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Re: Dynamic Tree Shadows?

Post by Leopardi »

Wilkinson wrote:They are in PR as far as I remember
Only the buildings cast dynamic shadows as far as I know.
Last edited by Leopardi on 2010-10-31 02:24, edited 1 time in total.
Zoddom
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Re: Dynamic Tree Shadows?

Post by Zoddom »

lol? wtf oO
but if mosquill did it, its still in the engine!
Rhino
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Re: Dynamic Tree Shadows?

Post by Rhino »

Wilkinson wrote:They are in PR as far as I remember
nope, they where only in the BF2 Demo, never in the full BF2 version.

They actually look much better in a screen shot than when you actually get up close to them. I tried some testing of a few things on the BF2 demo a few months back now and this was one of the things I looked at and it really wasn't that special as it was far too sharp lighting to shadows cast by leaves etc.
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Leopardi
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Re: Dynamic Tree Shadows?

Post by Leopardi »

[R-DEV]Rhino wrote:nope, they where only in the BF2 Demo, never in the full BF2 version.

They actually look much better in a screen shot than when you actually get up close to them. I tried some testing of a few things on the BF2 demo a few months back now and this was one of the things I looked at and it really wasn't that special as it was far too sharp lighting to shadows cast by leaves etc.
Rhino, you have an ATI card, that is why the shadows look bad for you - ATI doesn't support BF2 shadows so they look pixelated and razor sharp. On nvidia it looks good just like on the screenshot.
Last edited by Leopardi on 2010-10-31 13:19, edited 1 time in total.
karambaitos
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Re: Dynamic Tree Shadows?

Post by karambaitos »

isnt this when you have high shadows, but it only displays on vehicles and infantry and not on the actual ground?
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Zoddom
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Re: Dynamic Tree Shadows?

Post by Zoddom »

karambaitos wrote:isnt this when you have high shadows, but it only displays on vehicles and infantry and not on the actual ground?
no, as said, only entities like buildings, posts walls etc cast shadows, [not trees or bushes] edit:
well, they do cast shadows but not exact leaf-shadows, but only a big black spot, just like it was made out of concrete
Rhino
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Re: Dynamic Tree Shadows?

Post by Rhino »

Leopardi wrote:Rhino, you have an ATI card, that is why the shadows look bad for you - ATI doesn't support BF2 shadows so they look pixelated and razor sharp. On nvidia it looks good just like on the screenshot.
lolz....

You only need to look at my Xfire profile to see I have a NVIDIA GeForce GTX 260.

They look excatly like they do in your screen shot..... BF2 can not do dynamic shadows like what is required to do realistic leaf/tree shadows, as such, they went down the rout they have now.

EDIT: leaf/tree shadows should look something like this: https://www.realitymod.com/forum/blogs/ ... lming.html

Although these are only lightmaps and not dynamic shadows, if you wanted to get dynamic shadow light right for leaves/tress, it should look something like what I've done on Qwai.
Last edited by Rhino on 2010-10-31 14:36, edited 1 time in total.
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Leopardi
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Re: Dynamic Tree Shadows?

Post by Leopardi »

'[R-DEV wrote:Rhino;1479868']lolz....

You only need to look at my Xfire profile to see I have a NVIDIA GeForce GTX 260.

They look excatly like they do in your screen shot..... BF2 can not do dynamic shadows like what is required to do realistic leaf/tree shadows, as such, they went down the rout they have now.

EDIT: leaf/tree shadows should look something like this: Even More Advances in 3DsMax LMing - Project Reality Forums

Although these are only lightmaps and not dynamic shadows, if you wanted to get dynamic shadow light right for leaves/tress, it should look something like what I've done on Qwai.
They still do look good, especially at a little distance it looks very realistic. And bigger leaves such as palm leaves are casted 100% accurately even at close range.

Lightmap shadows on the ground are still there in the demo like that, the dynamic ones are just casted on vehicles/players. Right now it looks dumb when you drive a vehicle in a big tree shadow and they still shine like a lightbulb.
Last edited by Leopardi on 2010-10-31 15:25, edited 5 times in total.
Rhino
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Re: Dynamic Tree Shadows?

Post by Rhino »

Leopardi wrote:They still do look good, especially at a little distance it looks very realistic. And bigger leaves such as palm leaves are casted 100% accurately even at close range.
lol, you do know that dynamic shadows dont draw for more than a few meters in BF2? Meaning at a distance, they are not casting any shadow on the vehicle or w/e under them so your basically saying, at a distance it looks realistic because there is now shadow? :p

Leopardi wrote:Lightmap shadows on the ground are still there in the demo like that, the dynamic ones are just casted on vehicles/players. Right now it looks dumb when you drive a vehicle in a big tree shadow and they still shine like a lightbulb.
No BF2 dosen't do tree lightmap shadows right, as if you read my post you would have seen.

BF2 Editor lightmaps (which all vBF2 terrain/statics where LMed with): http://img524.imageshack.us/img524/1125/46250614.jpg

My method with 3DsMax lightmaps: http://img20.imageshack.us/img20/131/90298337.jpg

note the huge difference between the tree shadows, with the leaves casting soft shadows around each leaf pixel and the trunk of the tree etc still casting solid shadows.

To show you a little better, here was a very early test of the method, with the red showing how I'm casting tree shadows in Max and yellow showing how vBF2 dose it.

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Although that test wasn't fully set up like I did for Qwai's lightmaps, you can just see more clearly the difference there.
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StuTika
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Re: Dynamic Tree Shadows?

Post by StuTika »

Hunt3r wrote:The BF2 Demo has a lot of things that retail BF2 doesn't, to say the least >.>

Ooh, like what? I know I saw in one trailer there was a proper laser designator at one point, but I don't think that even made the demo...
=Romagnolo= wrote:Ow ! I never noticed that before. Maybe because when I played the demo I didn't have powerful computer as I do now.

But we still have hopes

Surely that sky's not in PR? (not played .95 yet) looks awesome though! how's the timescale?
Hunt3r
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Re: Dynamic Tree Shadows?

Post by Hunt3r »

StuTika wrote:Ooh, like what? I know I saw in one trailer there was a proper laser designator at one point, but I don't think that even made the demo...
I believe that in the BF2 demo you could have more than 64 players.
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Celestial1
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Re: Dynamic Tree Shadows?

Post by Celestial1 »

StuTika wrote:Surely that sky's not in PR? (not played .95 yet) looks awesome though! how's the timescale?
Not yet, that video is from [R-DEV]Mosquill. We'll have to see what happens to it.
Rhino
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Re: Dynamic Tree Shadows?

Post by Rhino »

Hunt3r wrote:I believe that in the BF2 demo you could have more than 64 players.
Nope, you can make a server display that it can take 128 players, much like you can in BF2, but when the 65th player joins the server crashes, just like in normal BF2.
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Hunt3r
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Re: Dynamic Tree Shadows?

Post by Hunt3r »

[R-DEV]Rhino wrote:Nope, you can make a server display that it can take 128 players, much like you can in BF2, but when the 65th player joins the server crashes, just like in normal BF2.
Oh. :(

Wait, then what was in the BF2 demo that doesn't exist in BF2 retail again?
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Leopardi
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Re: Dynamic Tree Shadows?

Post by Leopardi »

Hunt3r wrote:Oh. :(

Wait, then what was in the BF2 demo that doesn't exist in BF2 retail again?
More realistic sounds, projectiles actually exited from the barrel in vehicles (now the spawn midair miles away from the real barrel, so that they fire from the center of HUD), about twice faster load times (literally takes from 1 to 5 seconds), infantry gameplay feels so much smoother without the wobbling gun when you jump, perfect hit detection like in CoD, and no scope unzoom bug or other network lag thingies we have in 1.5.
Last edited by Leopardi on 2010-10-31 20:45, edited 1 time in total.
AfterDune
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Re: Dynamic Tree Shadows?

Post by AfterDune »

I believe they also had death animations, dropping your weapon when you die (it actually fell to the ground), etc.
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