BF2 HD Remastered 3.0 Beta - 2017 - Official

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B4rr3l
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BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

After 5 months of a lot of work, BF2 HD Remastered 2017 has finally gone Gold in it's first Official Release.

Lot's of improvements has been made since the first Beta release 1.2 , some of them:

Change-log from 1.2 - 1.65

- Added Official Vanilla Conquest game modes and MD5 anti-cheat support
- New improved textures and details for terrain and vegetation
- Fine tuned Realistic Lightmaps and Color Pallete
- Improved Coop game modes and strategies
- Performance Optimizations and fixes
- 6 New Classic Maps Remastered

Description

Realistic BF2 HD Remastered battles, up to 64-Bots coop mode for training or epic online game modes. Enhaced HD 2017 maps, much more realistic look, better textures and lighting, lots of graphics tweaks for better visuals, new larger navmesh and strategic areas.


Info
- It's not a mod, You can play it with your Official Vanilla BF2 installation.
- 12 classic BF2 maps fully remastered. (1.65)



1) Visuals and Graphics

- 60% larger view distance in all maps maps, maintaining each map individual Fog signature
- All maps with much better Hi-Resolution 2048MB (Finest possible quality) Lighting with SoftShadows, original maps have an 512MB texture for object lighting and Low-Res shadows for terrains, that makes it much less realistic and whith far worse graphics in general.
- Much better Static Objects details, all static objects keeps the highest Level of Detail (LOD) no matter what. Needs a 1GB+ VRAM Card, capable of running the game at high settings except for AA filtering.
- New color palette, with more realistic look and not as bright and washed as the original one.
- Improved vegetation, more dense and higher, with improved mesh and textures
- New, more realistic Sky Models and Sky Effects
- More detail over distance for every soldier, vehicle, terrain and objects
- New, improved and more detailed textures for terrain and vegetation


2) Ai improvements and Dedicated Co-op Server capable

- All maps except for Kubra Dam, have dedicated server co-op option for training with up to 64 bots.
- Larger Navigation Mesh for infantry and vehicles for Dragon Valley and Daqing Oilfields, making wider epic Co-op matches possible in a true 64 players combat area.
- Elaborated Game-modes and strategies for all maps on singleplayer and Co-op, that can also be used for new Conquest tournaments.
- Custom Ai file fully compatible with Vanilla Official servers, for large co-op game modes with up to 64 Players


3) Performance & Fixes

- Fixed flickering on bridges and Airstrips, fixed detail flickering on rocky surfaces
- Disabled LOD switching for objects with complex geometries, this can reduce lag and stuttering at expense of using more video memory (1GB+ VRAM Recommended)
- Reduced vegetation and gravel being rendered in places no one will ever see, such as under big static objects or areas out of combat bounds
- Fine tuned vegetation, view distance and fog for best performance without weird objects pop-in the screen, but avoiding them to be rendered in distances over the max view distance, increasing performance and reducing memory usage.


4) Full support for Official severs and game-modes

- Official Vanilla compatible Conquest game modes for 16,32 or 64 players
- Custom MD5 checksums for anti-cheat support, compatible with PB and others anti-cheat tools.


Donate for further development
Donate Here!





The Ai File comes pre-configured to 48-Bots since not every old computer is able to run an 64 bot match in large maps, you can change it with your notepad for 63 bots if needed.

For 48 Bots/Players:

- Set your BF2ServerLaucher to 48 Max Players
- Set the CoopBotRatio to 100%
- Set CoopBotCount to 24

For 64 Bots/Players:

- Change the provided AiDefault.con from 48 to 63 in "aiSettings.setMaxNBots"
- Set your BF2ServerLaucher to 64 MaxPlayers
- Set the CoopBotRatio to 100%
- Set CoopBotCount to 32


Look for this server to try it out:
BF2 Brasil HD Maps

_____________________________________________________________________
Version 1.65



Development & Features




Combat & Training - Gameplay




All Maps Flyby




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Full HD Picture Gallery at:
BF2 HD Remastered - 2017- v1.65 - Album on Imgur



BF2 HD Remastered 2.0 - Vanilla Sky- 2017 Now Available!!

New Features Version 2.0 Remastered - Vanilla Sky Edition

14 of the most classic BF2 maps, Fully remastered, now with new Vanilla Sky HD atmosphere, minor fixes and 2 new maps: Shongua Stalemate and Wake Island 2017

All the version 1.65 HD improvements plus:

New HD photorealistic Sky textures from 2048x512 to 8192x2048, with realistic hand painted transactions and perspectives. (Thanks Sgt. Prof for providing the RAW images at 13.000x4.000 some identical with the ones used in BF2!)

New 1k HD Clouds and Sunflares! ( vs 128 )

- Reduced view distance from version 1.65 by 30% from 1.6 ratio to 1.3x

- Fixed Operation Harvest HD compatibility with official server and files. (thanks to RockstarCjbr to sort it)

- More transparent water in some maps

- New 16k Mosque texture for Manshtuur Citty ( Thanks to Jeremy Youngs to share it)

- Minor grass flickering fixes and wrong lightmap in Kubra Dam (thanks Shark from Battlelog to point this unnoticed errors)

- New higher definition lightmaps with 4k for objects and improved 1K resolution for terrain (vs 512)

- 2k Ground Hemi for better shadows over vehicles and infantry

- Overgrowth ShadowMap now wit 255 shades of gray for some maps instead of only 2 or 3. (Overgrowth is used for shadows over trees, bushes and some rocks)


Download Version 3.0D PRO II here:







BFHD PRO II -Patch F





Download link:
https://goo.gl/3Xz6oX
Last edited by B4rr3l on 2019-01-14 14:07, edited 14 times in total.
Reason: Fixed Videos
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Mats391
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Mats391 »

Nice stuff. What did you do to reduce road flickering?
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obpmgmua
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by obpmgmua »

Cant log in, cant download battlelog.co installer. Whats going on?
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Rhino
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Rhino »

[R-DEV]Mats391 wrote:Nice stuff. What did you do to reduce road flickering?
https://www.realitymod.com/forum/f388-p ... roads.html
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B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

[R-DEV]Mats391 wrote:Nice stuff. What did you do to reduce road flickering?
This:
renderer.roadDepthBias -0.000004
renderer.roadLodDistMod 0.85
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Mats391
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Mats391 »

If we do it, why does it still flicker? :D

@B4rr3l
How big is the impact of no lods? Did you ever try it on PR maps? They have quite a lot more detail than most bf2 maps. Getting rid of lods would not only get rid of visual switching, but also make it easier to add new content. No more caring about stupid lod optimizing :D
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Rabbit
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Rabbit »

[R-DEV]Mats391 wrote:If we do it, why does it still flicker? :D
Iirc its only used on maps with his airfield, also it has its cons too.
[R-DEV]Mats391 wrote:@B4rr3l
How big is the impact of no lods? Did you ever try it on PR maps? They have quite a lot more detail than most bf2 maps. Getting rid of lods would not only get rid of visual switching, but also make it easier to add new content. No more caring about stupid lod optimizing :D
Interesting concept, I believe it might have been zwilling or another coder to say OCC meshes can cause lag on some maps as well as they may not benefit from them.
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Outlawz7
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Outlawz7 »

Rabbit wrote: Interesting concept, I believe it might have been zwilling or another coder to say OCC meshes can cause lag on some maps as well as they may not benefit from them.
It was Psyrus and he clarified that OCC was less beneficial only when used on small objects, large buildings and tall walls (ie. stuff that would actually hide something) was beneficial.

Also this isn't about OCC, it's about LOD switching. Mats would know more, he experimented with turning LODs off before AFAIK.
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Rabbit
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Rabbit »

[R-DEV]Outlawz7 wrote:It was Psyrus and he clarified that OCC was less beneficial only when used on small objects, large buildings and tall walls (ie. stuff that would actually hide something) was beneficial.

Also this isn't about OCC, it's about LOD switching. Mats would know more, he experimented with turning LODs off before AFAIK.
Yeah well iirc he turned them off on sbeneh and got a nice boost, and considering how sparse maps like fushe is I wouldn't be to surprised if it helped it too as you don't have that much to hide.
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Mats391
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Mats391 »

Rabbit wrote:Iirc its only used on maps with his airfield, also it has its cons too.
Yea, like eating mines ;)
[R-DEV]Outlawz7 wrote:Also this isn't about OCC, it's about LOD switching. Mats would know more, he experimented with turning LODs off before AFAIK.
Only tested in debugger and had no real difference on there.
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B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

[R-DEV]Mats391 wrote:If we do it, why does it still flicker? :D

@B4rr3l
How big is the impact of no lods? Did you ever try it on PR maps? They have quite a lot more detail than most bf2 maps. Getting rid of lods would not only get rid of visual switching, but also make it easier to add new content. No more caring about stupid lod optimizing :D
I just disabled LODs for static objects which are the ones most complex in geometries and larger.

Zero impact on FPS, tested a lot, but I did noticed the maps are running smoother without having to switch complex geometries all the time, specially for air vehicles.

It does use more video memory with static lods disabled. It went from Max 750MB to around max 1200MB.

I kept LODs for bundles, soldiers, terrain, over and undergrowth, just raised their scale.

Terrain don't look good without LODs, it will look tiled from above even with a Low farTopTilingHi number. If you have a texture that isn't very homogeneous, than it will look even worse. I tried to always keep terrain lod at 1/3 of the view distance used, since it has 3 levels of detail.

Roads are always a big problem and here they are no different, if you raise terrain lod distance, roads will also look better over distance, the problem is the better they look, more problems they will bring. If you set Bias too low it will be good in distance with vehicles right over it, but from close they will flicker and goes under the terrain. There is no sweet spot it will suck anyway, and small vehicles will probably disappear in distance under the road.

Sooo... I don't know whats the default Road Bias, but
this: "renderer.roadDepthBias -0.000004" puts the roads a little bit closer to the terrains and helped when you set the road detail more far, and didn't cause any road to goes under the terrain when close in any of the 12 maps I've tried. But still having it's limits and when the road detail is too far vehicles will keep disappearing. So How to increase the terrain detail LOD but keep the road at lower detail?

This did the trick:
renderer.roadLodDistMod 0.85 to keep the road detail just a little higher than original one, and the 0.000004 kept the vehicles over it.

It is like a ratio, but they all don't make much sense, cause Terrain detail lod distance should be at 75m by default but if you double it to 150 , it won't actually double the distance you will keep the same detail before switching, but it will increase, generally 1/3 of max distance works very well. And it also make the game more clean, wich is good, keeping high detail terrain textures all the way up makes the game noisy as those new BFs.

Best way to Deal with road for gameplay would be to remove them, vehicles over colormap or low detail dont have any problem and roads won't flicker.

About the road flickering, it happens in junctions of roads, specially when they have different types like tarmac and gravel. If we use the road editor there is nothing we can do about that.

What we can do is a HD Colormap with the roads more detailed on it, but that will be much easier in new maps than in existing ones, that you will need to copy everything in a larger size texture withe the same colors, etc... In a new one just use a good HD terrain picture and build the map over it.

Maybe build the roads and take a SS in the same scale and use it for new colormaps..


Do you guys know how can I put all objects that a map needs inside it? I mean... an easier way than following staticobjects and hunt them? Might change their cull distance to avoid fading with the higher view distance, but certainly not one by one
Last edited by B4rr3l on 2017-02-11 07:35, edited 1 time in total.
B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

obpmgmua wrote:Cant log in, cant download battlelog.co installer. Whats going on?
It's supposed to be working fine..
B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Do you guys know how can I put all objects that a map needs inside it? I mean... an easier way than following staticobjects and hunt them? Might change their cull distance to avoid fading with the higher view distance, but certainly not one by one
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Mats391
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by Mats391 »

I dont think there is any easy way to do it. The global renderer commands to modify cull distances dont seem to work :(
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B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

[R-DEV]Mats391 wrote:I dont think there is any easy way to do it. The global renderer commands to modify cull distances dont seem to work :(
Yep it doesn't work :(

I've tried for a map but man, there was 1608 objects, no way to do this for all maps.
B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

Project BF2 Vanilla Sky under development:

- New Higher resolution textures for Clouds, Sky and sunflares
- New sky model and types.

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solidfire93
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by solidfire93 »

Awesome work B4rr3l,keep it up...

are these changes possible to be added to PR Maps ?
B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

solidfire93 wrote:Awesome work B4rr3l,keep it up...

are these changes possible to be added to PR Maps ?

Possible it is, but they gave a hell lot of work for those 12 classic maps already.
B4rr3l
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by B4rr3l »

New HD Skies Textures ready, almost 15 completely new High Resolution Sky textures.

from 2.048 x 512 to 8.192 x 2.048 in newer and better texture compress format .

Hemispherical Skies samples were 13.000x4.200 in a very good resolution, so we got more detailed clouds, less banding, noise, fading, etc

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Full Vanilla Sky Project Album here:
Vanilla Sky - Album on Imgur
MaxP
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re: BF2 HD Remastered 3.0 Beta - 2017 - Official

Post by MaxP »

Here is some of my experiments with BF2 maps.
Maybe somebody will find it helpful.

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Last edited by MaxP on 2017-02-16 21:12, edited 1 time in total.
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