BF2 HD Remastered 3.0 Beta - 2017 - Official

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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

worldlife wrote:I doubt tessalation is available in DX9. What I know about tessalation is that it needs a different rendering pipeline that is only available in DX10+.
The terrain heightmapdata is not used as a texture in video card. It's a .raw picture, not .dds, which means it contains numeric data but not texture data. The terrain was computed and constructed by CPU programs. It's not true tessalation.
But it is worth looking into if you use those bump maps with parallax technic, for example, Parallax Occlusion Mapping described in DX9SDK in (DirectX SDK install dir)\Samples\C++\Direct3D\ParallaxOcclusionMapping. I once tried to implement this in staticmeshs but without success. I wonder it can be implemented in road or terrain.
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It still called displacement map but it it's the tesselation father and basically do the same thing. you can open your heightmapdata in photoshop and change it any time you want, and the changes will be rendered in real time.

I mean imagine to add a heightmap in your Terrain detail alpha channel and have it rendered in real 3d geometry at real time? That is possible and the engine supports it, just a matter of how to set the shader for it.

The other simpler way is to get a really HD 2k heightmap and use it with 0.5 scale, the whole terrain would be detailed as hell but it wont have the textures details and you will need to build a map from the ground
worldlife
Posts: 15
Joined: 2016-06-27 00:07

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by worldlife »

B4rr3l wrote:It still called displacement map but it it's the tesselation father and basically do the same thing. you can open your heightmapdata in photoshop and change it any time you want, and the changes will be rendered in real time.
It does the same thing but not at the same place. In DX11 you can control tesselation in "hull shader" with is a step after vertex shader while in DX9 only vertex and pixel shaders are available, so you can't do tesselation in a DX9 render machine(GPU). In DX9, the terrain vertices are generated in CPU by reading the .raw heightmap and then passed to GPU cache. This is much slower than generating vertices in GPU, so doing "tesselation" as you described isn't really a sensable choice for bf2, even if you can modify the .exe to generate vertices.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

worldlife wrote:It does the same thing but not at the same place. In DX11 you can control tesselation in "hull shader" with is a step after vertex shader while in DX9 only vertex and pixel shaders are available, so you can't do tesselation in a DX9 render machine(GPU). In DX9, the terrain vertices are generated in CPU by reading the .raw heightmap and then passed to GPU cache. This is much slower than generating vertices in GPU, so doing "tesselation" as you described isn't really a sensable choice for bf2, even if you can modify the .exe to generate vertices.
Sorry m8 but you seem to be wrong on this one:

https://msdn.microsoft.com/en-us/librar ... 2147217396

Analogue to texture, straight processed by the vertex pipeline, GPU

And it also can be stored as BMP or as I said, in a single Channel (alpha)

"A displacement map sampler has behavior identical to that of the pixel texture samplers. If a texture with less than four channels (like R32f) is looked up, the looked-up values go to the appropriate channels of the destination register (the vertex shader input register tagged with the _sample semantic), while the other channels default to (1, 1, 1). When looked up, D3DFMT_L8 gets broadcast into the R, G, B channels and A defaults to 1. The reference rasterizer has the full implementation details."


"Texture coordinates are computed as: U = (Index % TextureWidthInPixeles) / (float)(TextureWidthInPixeles) V = (Index / TextureWidthInPixeles) / (float)(TextureHeightInPixeles) where Index is a sequential index of generated vertices plus TSS[D3DSAMP_DMAPOFFSET]. The sequential index is set to zero at the start of each primitive and is increased after a vertex is generated. "


"When D3DSAMP_MIPFILTER in the displacement map sampler is not D3DTEXF_NONE, the level of detail is computed as follows (Note that the adaptive tessellation state is used even if the D3DRS_ENABLEADAPTIVETESSELLATION is FALSE): Tmax = render state D3DRS_MAXTESSELLATIONLEVEL
Compute tessellation level Te for a vertex Vi: (Xi, Yi, Zi) the same way as described in the "Adaptive tessellation" section. Level of detail L = log2(Tmax) - log2 (Te)."

https://msdn.microsoft.com/en-us/librar ... s.85).aspx


Tessellation (Direct3D 9)
Tessellator Unit

The tessellator unit has been enhanced. You can now use it to:

Perform adaptive tessellation of all higher-order primitives.
Look up per-vertex displacement values from a displacement map and pass them on to a vertex shader.


https://msdn.microsoft.com/en-us/librar ... s.85).aspx
Last edited by B4rr3l on 2017-10-02 05:45, edited 1 time in total.
worldlife
Posts: 15
Joined: 2016-06-27 00:07

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by worldlife »

B4rr3l wrote:Sorry m8 but you seem to be wrong on this one:

https://msdn.microsoft.com/en-us/librar ... 2147217396
Hmmm, seems that the tesselator is applied before the vertex shader, while in DX11 it's applied after vertex shader. Maybe this "tesselator" is a pure software implementation(just generating vertices according to the displacement map)? If so, I don't think we should use it because it add a great deal of pressure to the vertex cache. For example, a 2k displacement map for a simple square patch increases vertex number from 4 to 2048^2.
Anyway, I don't think using tesselation is a good idea in a DX9 game. Microsoft did not make a sample program for this feature in DX9SDK, while POM(ParallaxOcclusionMapping) is included. Furthurmore, do you know any released DX9 game that uses this feature?
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

worldlife wrote:Hmmm, seems that the tesselator is applied before the vertex shader, while in DX11 it's applied after vertex shader. Maybe this "tesselator" is a pure software implementation(just generating vertices according to the displacement map)? If so, I don't think we should use it because it add a great deal of pressure to the vertex cache. For example, a 2k displacement map for a simple square patch increases vertex number from 4 to 2048^2.
Anyway, I don't think using tesselation is a good idea in a DX9 game. Microsoft did not make a sample program for this feature in DX9SDK, while POM(ParallaxOcclusionMapping) is included. Furthurmore, do you know any released DX9 game that uses this feature?
Well I checked all the DX9 features, haven't found any other one capable of doing that, I might be wrong but I still thinking that's exactly how the terrain is generated on BF2, I'm also pretty sure you guys have seen tesselation options somewhere in bf2 Editor.

I'm also don't think that the CPU is handling 4.194.304 Vertices by himself (try to manipulate a 4 million vertex on Blender using CPU reendering)

So, well there is 6 terrain detail textures, suppose they are made in 1024, that will be about 3 BF2 medium maps (terrain only w/out objects, undergrowth,over, navmesh, etc...)being rendered at the same time (take into account surrounding terrain and stuff), I'm sure that will Tax the FPS a lot, But hey if there is something we have to spare in BF2 is FPS. Specially if it will bring Next Gen terrain graphics. Make BF2 movie like with the same game play and we probably have the best game ever made!

Ok, a bit too much enthusiasm but who knows, I'm pretty sure I will dig deep into it, after 3.0 is released. I have a lot to catch, so probably that would be much easier for a guy with Shader knowledge to implement (BAD SAnta, where are you?) . The DOCs are all there.
Last edited by B4rr3l on 2017-10-03 00:55, edited 2 times in total.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Now lets get the kits on pair..(those use same memory, huge upgrade for free for PR also), yes even the sniper received that.

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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

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Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Alek-say »

It's nice to see that old good Battlefield 2 still has new great mods. Keep progressing, guys! I've got some questions about your project:
1. Have you been planning to make the mod as a standalone BF2 version?
2. Several years ago I read a thread in this forum that was dedicated to the sighning of petition. The idea was to make EA open BF2 source code. So, is there any possibility that modmakers will get the source code?

Thanks for all your work, that you have been executing! :m1helmet:
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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Alek-say wrote:It's nice to see that old good Battlefield 2 still has new great mods. Keep progressing, guys! I've got some questions about your project:
1. Have you been planning to make the mod as a standalone BF2 version?
2. Several years ago I read a thread in this forum that was dedicated to the sighning of petition. The idea was to make EA open BF2 source code. So, is there any possibility that modmakers will get the source code?

Thanks for all your work, that you have been executing! :m1helmet:
Well I just know modders wan't that source code desperately for years and nothing.

Yes it's planed to be released as mod only and stand alone. Thanks for the support
Last edited by B4rr3l on 2017-10-04 16:24, edited 1 time in total.
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Alek-say »

B4rr3l wrote:Well I just know modders wan't that source code desperately for years and nothing.

Yes it's planed to be released as mod only and stand alone.
Bad to hear (read) about source code. The code would dramatically changes the state of things.
Will you add your exclusive or ported content (new weapons, maps, etc)?
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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Alek-say wrote:Bad to hear (read) about source code. The code would dramatically changes the state of things.
Will you add your exclusive or ported content (new weapons, maps, etc)?
It's a remastered, only standard BF2 Vanilla content excepts for the weapons that are new.

All graphics changes are original, custom content created, no port there.
Last edited by B4rr3l on 2017-10-04 22:05, edited 1 time in total.
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Alek-say »

B4rr3l wrote:It's a remastered, only standard BF2 Vanilla content excepts for the weapons that are new.

All graphics changes are original, custom content created, no port there.
Well, good to know.
Anyway, I'm glad to see such mod. Thanks!
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B4rr3l
Posts: 259
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Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Final - Chinese soldier pack HD Remastered 3.0B addon - Mod DB


0) New! Now Fully Raytraced with new True 2K Object Space Normal Maps using the latest available techniques. Everything, even the Kits has been 3D scanned.

1) Upscaled original 1K textures to 2K

2) Gave it a HD 4K fabric overlay for better details and less pixelation

3) Added new smoother shades for all the textures based on the real 3D model, so they do look more 3D and real and less pixilated and blurred

4) Made new, more detailed, 2k HD OS Normal maps and Specular/Reflection for ALL the textures. So again, they do look more 3D and real with much better reflections and 3d look.

5) True 2K improved and Re-worked Digital Assassin textures for 1P (light and heavy soldiers), with better shades /gradients and new improved 2K OS_MAP and specular.

6) Fully new True HD 2K Chopper/Jet woodland texture pilot by B4rr3l, from original 512, which sux! Try stealing an AH-1Z chopper now (Thug life feelings..) + New OS 2K normal map

5) It's free! Give proper credits if used and if you don't like it, delete it.

What it doesn't have:

True HD 2K texture work for 3P Diffuse texture, made from the ground with true HD content as most of my work. It was a fast improvement to original soldiers, that does improve vanilla look a lot, without changing it.
B4rr3l
Posts: 259
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Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Official Gameplay launch trailer

B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Official Download link:
https://goo.gl/CqERQM
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Valmont »

Just wanted to say that after testing this mod for 3 hours, all I can say is... WOW!

Congratulations on the release Barrel! I think we all know how passionate and how much work you've put into this and it really shows as soon as you boot up the mod!

Everything is HD, from the menus to the into video. Specially the ground and sky textures are unbelievable! BF2 feels and looks like a 2015 tittle now! By the way the default Reshade settings are a little bit too dark so I changed them.

The stand alone could be a bit more refined like PR's implementation but hey, for a one man team a stand alone mod is amazing anyways!

The main reason I am posting this is to let you and others know that:

I am running the mod on a Macbook Pro 2015 15'' Touchbar Core I5 2.9GHZ with a shitty Intel Iris 550 GPU (512MB dedicated) and I get constant 80+ FPS for me with all settings on MAX and 1080P resolution. (Lowest was around 50)

I don't know how this guy did it but it is incredible considering the textures sizes and the fact that the viewdistances are far longer and he even recommends 1.5 GB of GPU Ram.

All in all it is running better than PR for me but of course PR's map sizes are a whole other level.

Also, the sound is much improved over BF2! Really immersive and a little bit better than PR's if you ask me.

The single critique I have is that the HD explosions happen so fast that it is really hard to appreciate them so I still like PR's explosions and particles effects better.

I am also not a big fan of the new textures on the soldiers and specially the really dark ones like one pilot's helmet was black and it looked like it was a texture/shader loading error rather than intended.

So, thanks Barrel for coming here and showing us that there is still a lot that can be squeezed out of the old refractor engine =)

Keep it up and please share your technique with the PR team so we can change those pixelated terrain textures in PR with much much nicer ones such as yours!

Cheers!
Last edited by Valmont on 2017-11-27 14:16, edited 3 times in total.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Valmont wrote:Just wanted to say that after testing this mod for 3 hours, all I can say is... WOW!

Congratulations on the release Barrel! I think we all know how passionate and how much work you've put into this and it really shows as soon as you boot up the mod!

Everything is HD, from the menus to the into video. Specially the ground and sky textures are unbelievable! BF2 feels and looks like a 2015 tittle now! By the way the default Reshade settings are a little bit too dark so I changed them.

The stand alone could be a bit more refined like PR's implementation but hey, for a one man team a stand alone mod is amazing anyways!

The main reason I am posting this is to let you and others know that:

I am running the mod on a Macbook Pro 2015 15'' Touchbar Core I5 2.9GHZ with a shitty Intel Iris 550 GPU (512MB dedicated) and I get constant 80+ FPS for me with all settings on MAX and 1080P resolution. (Lowest was around 50)

I don't know how this guy did it but it is incredible considering the textures sizes and the fact that the viewdistances are far longer and he even recommends 1.5 GB of GPU Ram.

All in all it is running better than PR for me but of course PR's map sizes are a whole other level.

Also, the sound is much improved over BF2! Really immersive and a little bit better than PR's if you ask me.

The single critique I have is that the HD explosions happen so fast that it is really hard to appreciate them so I still like PR's explosions and particles effects better.

I am also not a big fan of the new textures on the soldiers and specially the really dark ones like one pilot's helmet was black and it looked like it was a texture/shader loading error rather than intended.

So, thanks Barrel for coming here and showing us that there is still a lot that can be squeezed out of the old refractor engine =)

Keep it up and please share your technique with the PR team so we can change those pixelated terrain textures in PR with much much nicer ones such as yours!

Cheers!
wow don't get me embarrassed PR is whole different story, I only have 17 maps which were there already.


and it's far from my intention to compare both on anything, they kept the community alive for 12 yrs and that alone is by far more than probably I will ever accomplish.
Valmont
Posts: 159
Joined: 2014-10-21 13:43

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Valmont »

B4rr3l wrote:wow don't get me embarrassed PR is whole different story, I only have 17 maps which were there already.

and it's far from my intention to compare both on anything, they kept the community alive for 12 yrs and that alone is by far more than probably I will ever accomplish.
Well I never said BF2 HD Remastered is better than PR. All I said is that I wasn't expecting your mod to run better than PR for me on my crappy Mac.

Your mod has strong points like the amazing ground and sky textures that are miles ahead of PR's but in terms of gameplay and immersion PR just mops the floor with anything out there including other mods and commercial games.

PR is a combination of things that all together are just impossible to beat. So my real dream is that you join the PR team and bring the best of your breakthroughs to PR 1.5 or whatever.

All in all your work is great... but PR is just unbeatable (so far).
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Valmont wrote:Well I never said BF2 HD Remastered is better than PR. All I said is that I wasn't expecting your mod to run better than PR for me on my crappy Mac.

Your mod has strong points like the amazing ground and sky textures that are miles ahead of PR's but in terms of gameplay and immersion PR just mops the floor with anything out there including other mods and commercial games.

PR is a combination of things that all together are just impossible to beat. So my real dream is that you join the PR team and bring the best of your breakthroughs to PR 1.5 or whatever.

All in all your work is great... but PR is just unbeatable (so far).
yep they have lots of own models also, almost all the weapons are custom even the vanilla based models, that's a lot of work.

My only custom models here are around 6 weapons including the handguns ans sniper rifles, the rocks and the water lilly lol.

And all the ground vegetation models also, those are very nice and efficient but very simple stuff to make.

what I really think everyone should use is the new ballistic model which is awesome and brand new. And the lessons on how to make the game look good, because in that part I must say (I'm sorry for that) they are all way behind, just hope the next great HD mod don't come with all my stuff inside calling it their work as already happened.

PS.
check the vegetation at wake island, fushee pass, cleansweep, blue pearl and dragon valley, I also haven't seen that even on 2017 AAA titles
Last edited by B4rr3l on 2017-11-28 02:16, edited 1 time in total.
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