re: BF2 HD Remastered 3.0 Beta - 2017 - Official
Posted: 2017-02-16 21:16
Not bad at all, love it.
Thank you, that means a lot for me!Raklodder wrote:Not bad at all, love it.





Is everything set to high on your graphicas settings? Otherwise it will use the low detail and will look awful in this new maps, But I'm going to have a check on dragon.MaxP wrote:Tried the new Dragon Valley map. The grass is looking good, but not the terrain textures.
It is highly detailed and doesn't look good due to the frequntly repeating patterns, and distract the player
Making new HD lightmaps with detailed shadows is usually enough for BF2 engine.





Sorry for my english, may be it's not clear enough for you.B4rr3l wrote:Is everything set to high on your graphicas settings? Otherwise it will use the low detail and will look awful in this new maps, But I'm going to have a check on dragon.
Actually Dragon is a map that is using only it's original textures, I've played and haven't noticed the lack of attention, maybe you think is too dark? No body said is easy to spot an enemy in real life, if you play squad or Arma 3 you should have noticed that. It still much easier to spot them in the HD maps, than in any other modern war game... But I'm implementing the new sky and atmosphere in DRagon at this moment so I might make some adjustmentsMaxP wrote:Sorry for my english, may be it's not clear enough for you.
All game elements takes the human resource called the "attention".
On screens the HD textures looks ok, but in game it distracts player, cause it "consumes" some attention.
Also, repeating patterns are noticable for player, even if it has large periods. Look at the rocks under the tube on the last picture - it has no depth, no volume. So it will be hard to spot the enemy.
The level of texture detail in BF2 is optimized for it's engine, and if you wish to make it better than original, you have to use hand-made textures, adjusted for every map design.
Even the PR vehicles has overdetailed textures (look at the Fuchs APC).
The textures quality is not a cornerstone of BF2, the most terrible things is the square shadows, and I'm dreaming of new HD lightmaps...


Thanks Champ! More news soon.[R-DEV]AfterDune wrote:Nice.
BF2 Sky engine is very rudimentar... uneven skys don't fit good in the environment because it uses the same Fog color and stretches the bottom of the sky color, it's hard to make them fill natural. But we are working on this!YAK-R wrote:Nice stuff! I'd love to see some more moody skys, like stormy, oil smoke etc - a bit of lightning even!
Yes, there must be a solid color in the bottom of the sky textureB4rr3l wrote:BF2 Sky engine is very rudimentar... uneven skys don't fit good in the environment because it uses the same Fog color and stretches the bottom of the sky color, it's hard to make them fill natural. But we are working on this!
I know that, all the HD Skys have been re worked already, version 2.0 soon to be released with some nice new features.MaxP wrote:Yes, there must be a solid color in the bottom of the sky texture
Look at the original and edited texture:
https://yadi.sk/i/x6U-2BJW3EVwXf
https://yadi.sk/i/oDA871G-3EVwHK
You can use the gradient to fill the bottom, and use the very bottom color as the fog color, OR you can use background image that looks like real horizon, and fill this image with one color.
B4rr3l wrote: and that edited one will certainly be weird, first cause it's not hemispherical 360 anymore since it has been cropped, so the textures won't be seemless to close the dome
second it's not in the right proportion with is 4:1
You say that ))B4rr3l wrote:BF2 Sky engine is very rudimentar...
What's the problem to add the pseudo-fog stripe in the bottom?I mean even if you have the bottom in the same color but the sky itselfs it's uneven you won't have a very good result


first Fushee pic is actually a default fushe sky 03, Version 1.65 don't have HD Skyes yet.MaxP wrote:You say that ))
As you can see, there is no problem with the top of the skydome.
And yes, you can use another proportion, especially if your sky texture has no clouds, but even with clouds it looks very good, as you can't actually know the real cloud proportions in all situations.
This sky has the "wrong proportion" too:
What is the point to use the proportions like that? Texture details of course.
What's the problem to add the pseudo-fog stripe in the bottom?
It's better, of course, to not use the such sky textures, but if it really looks good, use the Lighter\Darker gradient blending mode (in Paint Net).
What really can be a sort of headache, is the sky textures on maps with mountains, like Fushe Pass.
Compare it.





