[Request] Help us to Optimize PR! (LOD Switching & Cull Distances)

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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by SnipeHunt »

oops stupid typos.
Thanks for watching out ;)
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by ZAP44 »

ch_apc_wz551, ch_apc_wz551_bf2, ch_apc_wz551a

ObjectTemplate.cullRadiusScale 8

GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 75
GeometryTemplate.setSubGeometryLodDistance 1 2 100
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 10

Rhino the below issue ended up on your completion post for the apc ;-)

Issues:Geom_2, LOD1 and 2, Rear rotor hanging in mid-air from missing after part of wreck.


Coding: [R-DEV]Rhino
Checked by: [R-DEV]Rhino
Tweaked by: [R-DEV]Rhino
Committed to REPO: [R-DEV]Rhino
ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by ZAP44 »

Code: Select all

[b][u]ch_ahe_z10, ch_ahe_z10_sp[/u][/b] 

ObjectTemplate.cullRadiusScale  3.5

GeometryTemplate.setSubGeometryLodDistance  1-0-50
GeometryTemplate.setSubGeometryLodDistance  1-1-100
GeometryTemplate.setSubGeometryLodDistance  1-2-120
GeometryTemplate.setSubGeometryLodDistance  2-0-50
GeometryTemplate.setSubGeometryLodDistance  2-1-100

[b]Issues:[/b] 
[list=1] Geom_1 LOD3 Final Tri count above the limit at 477 Tris.
[*]Geom_1 LOD0 Noticeable size increase of fuselage when switching...less so if value is increased to 60 or 70. 

[/list] 

[b]Coding:[/b] ZAP44
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]ch_jet_fantan[/u][/b] 

ObjectTemplate.cullRadiusScale  15

GeometryTemplate.setSubGeometryLodDistance  1-0-25
GeometryTemplate.setSubGeometryLodDistance  1-1-50
GeometryTemplate.setSubGeometryLodDistance  1-2-150
GeometryTemplate.setSubGeometryLodDistance  2-0-25
GeometryTemplate.setSubGeometryLodDistance  2-1-37

[b]Issues:[/b] 
[list=1] Geom_1 LOD3 Final Tri count above the limit at 917 Tris.
[*]Geom_2 LOD2 Final Tri count above the limit at 1482 Tris.
[*]Geom_1 LOD0 Change in geometry of engines very noticeable when switching. 

[/list] 

[b]Coding:[/b] ZAP44
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
Last edited by ZAP44 on 2010-12-17 02:45, edited 1 time in total.
ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by ZAP44 »

Code: Select all

[b][u]ch_jet_SU30, ch_jet_SU30_sp[/u][/b] 

ObjectTemplate.cullRadiusScale  2

GeometryTemplate.setSubGeometryLodDistance 1-0-50
GeometryTemplate.setSubGeometryLodDistance 1-0-100
GeometryTemplate.setSubGeometryLodDistance 1-0-150

[b]Issues:[/b] 
[list=1] Geom_2 Final Tri count above the limit at 902 Tris.

[/list] 

[b]Coding:[/b] ZAP44
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]ch_jet_j10, ch_jet_j10_sp[/u][/b] 

ObjectTemplate.cullRadiusScale  5

GeometryTemplate.setSubGeometryLodDistance 1-0-25
GeometryTemplate.setSubGeometryLodDistance 1-0-50
GeometryTemplate.setSubGeometryLodDistance 1-0-120

[b]Issues:[/b] 
[list=1] Geom_2 Final Tri count above the limit at 743 Tris.

[/list] 

[b]Coding:[/b] ZAP44
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by AquaticPenguin »

Seems a lot of final LODs are quite high poly, I imagine sorting those problems out would improve the performance quite dramatically.

I don't have time to do any of these right now, but I may come back to them when I'm not preoccupied.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Rhino »

AquaticPenguin wrote:Seems a lot of final LODs are quite high poly, I imagine sorting those problems out would improve the performance quite dramatically.
ye, problem is most of them are on vBF2 models which its not an easy process to fix there LODs.


I will check all the lod/cull distances later :)
Image
ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by ZAP44 »

Code: Select all

[b][u]ch_the_z8, ch_the_z8_sp, chthe_z8[/u][/b] 

ObjectTemplate.cullRadiusScale  2

GeometryTemplate.setSubGeometryLodDistance  1-0-25
GeometryTemplate.setSubGeometryLodDistance  1-1-60
GeometryTemplate.setSubGeometryLodDistance  1-2-90
GeometryTemplate.setSubGeometryLodDistance  2-0-25
GeometryTemplate.setSubGeometryLodDistance  2-1-100

[b]Issues:[/b] 
[list=1] None
[/list] 

[b]Coding:[/b] ZAP44
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]gb_ahe_apache, gb_ahe_apache_sp, idf_ahe_apache, idf_ahe_apache_sp, us_ahe_apache, us_ahe_apache_sp[/u][/b] 

ObjectTemplate.cullRadiusScale  4

GeometryTemplate.setSubGeometryLodDistance  1-0-25
GeometryTemplate.setSubGeometryLodDistance  1-1-80
GeometryTemplate.setSubGeometryLodDistance  2-0-50
GeometryTemplate.setSubGeometryLodDistance  2-1-100

[b]Issues:[/b] 
[list=1]Geom_1 Final Tri count above the limit at 1355 Tris.
[*]Geom_2 Final Tri count above the limit at 1205 Tris.

[/list] 

[b]Coding:[/b] ZAP44
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by J.F.Leusch69 »

PUMA , and all M35s, URALs and HMMWVs are/will be done by me.
ZAP44
Posts: 110
Joined: 2007-01-15 20:09

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by ZAP44 »

Code: Select all

[b][u]gb_jet_harrier, us_jet_harrier[/u][/b] 

ObjectTemplate.cullRadiusScale  1

GeometryTemplate.setSubGeometryLodDistance 1-1-10 
GeometryTemplate.setSubGeometryLodDistance 1-2-20 
GeometryTemplate.setSubGeometryLodDistance 1-3-50 
GeometryTemplate.setSubGeometryLodDistance 2-1-10
GeometryTemplate.setSubGeometryLodDistance 2-2-40

[b]Issues:[/b] 
[list=1] Geom_1 Final Tri count above the limit at 2037 Tris.
[*]Geom_2 Final Tri count above the limit at 1421 Tris.
[/list] 

[b]Coding:[/b] ZAP44 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]gb_jet_eurofighter, gb_jet_eurofighter_sp, ger_jet_eurofighter, ger_jet_eurofighter_sp[/u][/b] 

ObjectTemplate.cullRadiusScale  3

GeometryTemplate.setSubGeometryLodDistance 1-1-25
GeometryTemplate.setSubGeometryLodDistance 1-2-50 
GeometryTemplate.setSubGeometryLodDistance 1-3-120
GeometryTemplate.setSubGeometryLodDistance 2-1-50
GeometryTemplate.setSubGeometryLodDistance 2-2-120

[b]Issues:[/b] 
[list=1] Geom_1 Final Tri count above the limit at 506 Tris.
[*]Geom_2 Final Tri count above the limit at 380 Tris.
[/list] 

[b]Coding:[/b] ZAP44 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Psyrus »

Code: Select all

[b][u]civ_jep_technical2[/u][/b]

ObjectTemplate.cullRadiusScale 6.1

GeometryTemplate.setSubGeometryLodDistance 1 0 35
GeometryTemplate.setSubGeometryLodDistance 1 1 65
GeometryTemplate.setSubGeometryLodDistance 1 2 130
GeometryTemplate.setSubGeometryLodDistance 2 0 55
GeometryTemplate.setSubGeometryLodDistance 2 1 85
GeometryTemplate.setSubGeometryLodDistance 2 2 135

[b]Issues:[/b]
[list=1]
[*]geom_2 - lod_1, 2, 3 have deleted faces (transparent) and floating objects, not to mention disjointed faces. [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/technical_2_failLODs.jpg]See image[/url]. 
[*]geom_2 lod_3 - poly count is only 120 but there are many floating faces and the front RHS wheel is a mess.
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]civ_trk_dumpster, civ_trk_dumpster_bomber[/u][/b]

ObjectTemplate.cullRadiusScale 11.8

GeometryTemplate.setSubGeometryLodDistance [b][color=Red]N/A[/color][/b]

[b]Issues:[/b]
[list=1]
[*]geom_1, geom_2 - There is [b]NO[/b] LOD switching as it only has LOD_0 for each
[*]geom_1, geom_2 - Final (and only) LOD is [i]way[/i] over polygon limit @ 4318
[*]geom_1 lod_0 - Back of steering wheel appears white in three spots (no texture?) [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gary_steering_white.jpg]See image[/url]. 

[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 
Seems like ol' Gary has been sucking up the rendering power as well as the blufor assets ;)

Also, if anyone cares I'm making my way through the CIV vehicles if that isn't already obvious, so maybe grab something else so we don't double up on work :)
Last edited by Psyrus on 2011-06-15 16:00, edited 4 times in total.
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by SnipeHunt »

Code: Select all

[b][u]ch_aav_type95[/u][/b] 

ObjectTemplate.cullRadiusScale 5 

GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 75
GeometryTemplate.setSubGeometryLodDistance 1 2 150
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 150  

[b]Issues: None[/b] 

 

[b]Coding:[/b] SnipeHunt 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]ch_jep_paratrooper[/u] [u]jep_paratrooper[/u] [u]jep_mec_paratrooper[/u][/b] 

ObjectTemplate.cullRadiusScale 4.5 

GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.setSubGeometryLodDistance 1 2 175
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 100 

[b]Issues: Nothing worth mentioning[/b] 

 

[b]Coding:[/b] SnipeHunt 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]ch_jep_uaz[/u] [u]ger_jep_uaz[/u] [u]mec_jep_uaz[/u][/b] 

ObjectTemplate.cullRadiusScale 4.2

GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.setSubGeometryLodDistance 1 2 125
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 100

[b]Issues: [/b]
[list=1] geom_1 LOD 1 door handles removed from left side, still on the right side of model
[*] geom_1 LOD 2 ^^
[*] geom_1 LOD 3 poly count 1797
[*] geom_2 LOD 2 poly count 977
[/list] 

 

[b]Coding:[/b] SnipeHunt 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
Last edited by SnipeHunt on 2010-12-21 15:01, edited 4 times in total.
Reason: added info
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Psyrus »

Code: Select all

[b][u]civ_trk_semi, civ_trk_semi_bomber[/u][/b]

ObjectTemplate.cullRadiusScale 7

GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 80
GeometryTemplate.setSubGeometryLodDistance 1 2 135
GeometryTemplate.setSubGeometryLodDistance 2 0 95
GeometryTemplate.setSubGeometryLodDistance 2 1 135


[b]Issues:[/b]
[list=1]
[*]geom_0 - Seemingly not used for anything (?)
[*]geom_1 lod_0 -> lod_1 - Front grill texture is the only thing stopping the LOD switch occurring between 25-30m rather than 40. The size change of the grill makes switching earlier look bad. 
[*]geom_1 lod_1 -> lod_2 - RHS of truck colour change is quite obvious from dark to lighter. 
[*]geom_2 lod_0 -> lod_1 - Front fog lights are not present on LOD1 which means that the lod switch from the front is very obvious until the range is far enough to not distinguish the fog lights. If white blotches were added to the bumper texture or foglamps removed from lod_0 the switch could occur much earlier in the 25-40m range. [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/bigred_foglamps.jpg]See image[/url]
[*]geom_2 lod_2 - Blacked out windows mean that from any side angles the lod switch is very obvious, thus why it had to be kept so far @ 135m.

[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]civ_jep_car, civ_jep_car_black, civ_jep_car_blue, civ_jep_car_white, civ_jep_car_bomber, civ_jep_car_bomber_black, civ_jep_car_bomber_blue, civ_jep_car_bomber_white[/u][/b]

ObjectTemplate.cullRadiusScale 12.8

GeometryTemplate.setSubGeometryLodDistance 1 0 45
GeometryTemplate.setSubGeometryLodDistance 1 1 60
GeometryTemplate.setSubGeometryLodDistance 1 2 125
GeometryTemplate.setSubGeometryLodDistance 2 0 45
GeometryTemplate.setSubGeometryLodDistance 2 1 120

[b]Issues:[/b]
[list=1]
[*]geom_1 lod_0 - RHS front seat appears to be missing
[*]geom_1 lod_2 & lod_3 - front & rear wheels are misaligned
[*]geom_2 lod_2 - Same as lod_1; [b][Final LOD] Poly limit way above limit @ [color=red]1542[/color][/b] 
[*][i](geom_2 lod switch distance will probably have to be edited when final LOD is fixed)[/i]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]civ_jep_support, civ_jep_support_militia[/u][/b]

ObjectTemplate.cullRadiusScale 12.3

GeometryTemplate.setSubGeometryLodDistance [b]N/A[/b]

[b]Issues:[/b]
[list=1]
[*]geom_1 & geom_2 - There is only one LOD for each geom!!
[*]geom_1 & geom_2 - [b]Only LOD is way above final LOD poly limit @ [color=Red]3688[/color][/b]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 

Code: Select all

[b][u]civ_jep_forklift[/u][/b]

ObjectTemplate.cullRadiusScale 12.2

GeometryTemplate.setSubGeometryLodDistance 1 0 25
GeometryTemplate.setSubGeometryLodDistance 1 1 60
GeometryTemplate.setSubGeometryLodDistance 1 2 95
GeometryTemplate.setSubGeometryLodDistance 2 0 30
GeometryTemplate.setSubGeometryLodDistance 2 1 70

[b]Issues:[/b]
[list=1]
[*]geom_1 LOD_3 - [b]Final LOD poly count above limit @ 590[/b]
[*]geom_2 LOD_2 - [b]Final LOD poly count above limit @ 839[/b]
[/list]

[b]Coding:[/b] Psyrus
[b]Checked by:[/b] 
[b]Tweaked by:[/b] 
[b]Committed to REPO:[/b] 


And with those... all the Civ vehicles listed should be done :)
Last edited by Psyrus on 2011-06-16 15:06, edited 6 times in total.
Reason: adding second
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by SnipeHunt »

Rhino, when you get time to check the values and confirm the changes can you modify your OP to cross out/strikethough the completed vehicles?
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Rhino »

lol I had actually forgotten about this, cheers for the reminder :p

Been taking a few days brake of PR over xmas and just doing some stuff again now, although might be a couple of days yet until I check all this stuff.

Cheers :)
Image
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by SnipeHunt »

Code: Select all

[b][u]ch_jep_vn3[/u][/b] 

ObjectTemplate.cullRadiusScale 7 

GeometryTemplate.setSubGeometryLodDistance 1 0 25 
GeometryTemplate.setSubGeometryLodDistance 1 1 50 
GeometryTemplate.setSubGeometryLodDistance 1 2 100 
GeometryTemplate.setSubGeometryLodDistance 1 3 125 
GeometryTemplate.setSubGeometryLodDistance 2 0 20 
GeometryTemplate.setSubGeometryLodDistance 2 1 50 
GeometryTemplate.setSubGeometryLodDistance 2 2 125 
GeometryTemplate.setSubGeometryLodDistance 2 3 175 

[b]Issues:[/b] 
[list=1] geom_1 LOD4 poly count 870
[*] geom_2 does not look wrecked at all.
[*] geom_2 LOD4 poly count 990
 
[/list] 

[b]Coding:[/b] SnipeHunt 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Psyrus »

[R-DEV]J.F.Leusch69 wrote:PUMA , and all M35s, URALs and HMMWVs are/will be done by me.
Rhino can you mark in blue or whatever (or remove from the list) whichever vehicles Leusch is referring to (I can't tell what he means by them so have now stopped working on this until I understand which ones still need doing and which ones are done) please?
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by SnipeHunt »

I didn't think much about it, I was just going to skip anything with PUMA, M35s... in the name.

It looks like I did the M35s though... oops

I think it means:

PUMA-- it is in the name of the vehicle
M35s and URALs are the support and logistics trucks
HMMWVs are also in the name of the vehicle.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by SnipeHunt »

Code: Select all

[b][u]ch_tnk_type98[/u][/b] 

ObjectTemplate.cullRadiusScale 4.5 

GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.setSubGeometryLodDistance 1 2 150
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 125 

[b]Issues:[/b] 
[list=1] 
[/list] 

[b]Coding:[/b] *SnipeHunt* 
[b]Checked by:[/b]  
[b]Tweaked by:[/b]  
[b]Committed to REPO:[/b] 
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Psyrus »

Hate to be *that* guy... but is this still going? I quite enjoyed feeling like I was contributing but it appears to have been forgotten and being reasonably busy I don't want to waste my time doing this if it's for naught :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Help us to Optimize PR! (LOD Switching & Cull Distances)

Post by Rudd »

Psyrus wrote:Hate to be *that* guy... but is this still going? I quite enjoyed feeling like I was contributing but it appears to have been forgotten and being reasonably busy I don't want to waste my time doing this if it's for naught :)
I'm sure it is not forgotten, this is but one effort that journeys to the back of the stage with all the other behind the scene activities to be collected for the next patch.
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