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  1. Last week
  2. Baddd bring Reshade 3 1P layer skip support for us please I beg you
  3. Are you Jones from AP? That is a well frequented thread. I have bad news about the terrain normals that made me remove it from the mod, unfortunately it just work when you set it to high terrain quality, medium and low gives error message they also remove lot's of the texture details so not every terrain gets good with it, like grass will sux. They also don't seem to work in the mos important one which is the rocks when they are using the 2 planes tiling method. which is the best for rocks. They also don't work on the Low detail texture which would probably help even more from long distances. If you are Jones from AP indeed (lol) can you help me on those amazing zoom shader scopes? would they also work in U wide resolutions?
  4. Hi, whoah, it's been a loong time since I've posted a new topic on this site. xD Anyway, about the question. Is it possible to make the soldier cam (the one that the dead players can access by hitting the 'spacebar' and then switching between the soldiers by clicking 'c') which shows the allied soldiers from the third person perspective from a vehicle accessible from one of the seats of a vehicle? My team and I are trying to make a commander seat in the APC for Acheron which would allow the player who occupies the seat to see the allies and switch between them somehow. I'm not really familiar with these camera related things, so I was wondering if there's anyone here who could help us. Thank you
  5. Hi, whoah, it's been a loong time since I've posted a new topic on this site. xD Anyway, about the question. Is it possible to make the soldier cam (the one that the dead players can access by hitting the 'spacebar' and then switching between the soldiers by clicking 'c') which shows the allied soldiers from the third person perspective from a vehicle accessible from one of the seats of a vehicle? My team and I are trying to make a commander seat in the APC for Acheron which would allow the player who occupies the seat to see the allies and switch between them somehow. I'm not really familiar with these camera related things, so I was wondering if there's anyone here who could help us. Thank you
  6. Earlier
  7. Hello everyone hope you are all good. Brilliant read of the thread this is world class. Corona may we request permission to use the Great Terrain Normals mod in our project? Apparently from reading earlier posts the Terrain Normals are now working? The screenshots look absolutely brilliant. Here is the Moddb link to our project. http://www.moddb.com/members/john007 Eternally grateful for the world class input from the great minds Corona and Badsanta! I salute you. Thankyou very much for your time and hope to speak soon. John.
  8. Hey bad Santa any new on some integration with Reshade 3.0.8 skipping 1P overlay? I would love to try the latest MXAO and DOF techniques.
  9. Hey, as a representative of the PR team I can tell you that a community faction such as the Australian forces back then is never made by the core PR team and usually by a small separate team. What that person did at the time is not something we allow and if the team at the time would have found out, they would have booted him out. Although I do want to say sorry that it wasn't noticed back then. We no longer work with that person and have no interest to ever use somebody's work without permission or credit. And we expect others to do the same with our work.
  10. Your English is fine and I agree. DICE used to come to these forums for ideas for BF2 and 2142 from what i have heard. Flattering in a way.
  11. Hey there. To get straight to the point, I am unable to see any objects in maps except the terrain and textures themselves. The shadows are present, as well as the trigger points but as I mentioned, there is not a single prop. I have extracted all .zips to its own folders and how it's supposed to be structured. I'd really appreciate if somebody could help me resolve with problem. Peace.
  12. I Agree Kano but I think that's a much harder one without the source code than try to squeeze newer techniques from the existing shaders, or better, newer shaders for the availables technologies back in time.. But What Boris managed to make for Oblivion is a shader that handles all the game graphics dispatches (or something like that) and then it feeds the game engine pipeline managing the memory in a 64-bit work space. they are both DX9C worth a look, it's called ENB memory boost. When we got this all ready probably we can just jump to a newer engine and continue from that on, probably unity, dagor or outera, but I've saw some amazing news on linux Vulkan side also. I will probably just jump into linux and never look back very soon.
  13. the biggest problem we have is we ran out of memory for naw to use, what we need is the bf2.exe to be recompiled for use with 64 bit so the 4 gig memory is no longer a wall for us modders!
  14. Glad to know! I appreciate it when modders share their works. At the end it is for the betterment of the entire community and not for the modder who makes the mod. Back in the day when I worked on Alpha Project, Jones and I benefited from this approach. Even now with my own mod that is the case. Let's keep up the collaboration. Back to the topic. This addon is in my opinion one of the best, even if it doesn't make the graphics 10 times better. What I like about this addon is that it makes the game much more consistent with regards to the graphical fidelity. Quality over quantity I always say. Can't wait to implement it in my mod. It will really add that extra layer of icing on the cake, especially when coupled with the native HDR feature of BF2 and some view distance tweaks: http://media.moddb.com/images/mods/1/29/28410/3.1.jpg http://media.moddb.com/images/mods/1/29/28410/4.1.jpg I wonder what else is possible with shaders that can make the graphics either more consistent or better. I guess time will tell, but for now I want to thank all of you who made this piece of work possible!
  15. Corona is open to anyone adding his terrain shader 's to their personal or public mod, as long as you credit him of coarse!
  16. Just a question. Is the terrain shader implementation something that all modders can use in their projects, or just for PR and perhaps other mods like NaW? I am really interested to implement it in my mod, since my mod is based on HD content overall and I already have some bump maps created for the vanilla terrain textures. All I need now is the shader and any other files to make it work. I hope I can also be allowed to use it in my project with the necessary permission of course. http://www.moddb.com/mods/battlefield-2-unlimited-action
  17. Why would you use such an old technique if you can use much newer stuff as Object space raytraced normal maps, ambient occlusion, specular and everything else? or even tangent space normal maps? those are all supported on statics right out of the box... I will take my hat off for the first one who puts the tesselation to work! specially in the terrain, that would be awesome...
  18. I tried out your normal shaders and I have to agree that without any control over it through LightManager it's not really worth it. Terrain rindeed really lacks detail in BF2. Personally looking into why Parallax mapping is working in the editor but not in-game right now. Shaders is not my cup of tea though so if anyone has a clue where to start would be much appreciated . I believe enabling this could allow for some simple parallax textures to be added to mods which adds just that extra bit of detail that normal maps don't really show. The parallax effect is pretty crap but if you blur it enough and don't use straight edges the results work alright in my opinion. editor: ingame:
  19. Very cool!
  20. terrain normals are already working m8. We could explore a whole new world with the 1P layer skipped and Reshade 3.0.8 Full support, even True VR could be used. just need some dll to attach with Reshade, a pity I'm so zero left on this. Bf3 was long time gone m8 lol nothing would improve more the terrain than the displacement map in the terrain details alpha channel and I suppose it could be easy when using the same structure that corona did on his shaders but with the Tesselation/Displacement instructions.
  21. Nice to see that this thread is still active! Even though tessellation and all those other fancy effects are awesome, I think the terrain normals are the most important feature that needs to be focused on, in my opinion. The terrain in BF2 has always been the weak area of the overall graphics. It has the lowest texture quality, lowest resolution lightmaps and then also the lack of normals or any form of bumpmapping. The reason why I think terrain normals should be the focus, is because to have consistent graphics is much better and makes more sense. Consistency is key here. It would be good to play around with other features as well, but I think we all don't want to make BF2 into BF3 here. Another thing that is pulling my attention is the fact that the dynamic shadows are very pixelated at times. And don't get me started on the lack of shadow-casting from vegetation since the latest patch. I am still trying to get my head around why DICE would break that feature...
  22. I'm pretty sure on the IDF mod, they have a custom ai helicopter behavior for transports, where the pilots and gunners don't bail but instead continue to hover over a CP till captured then move on. Therefore the gunner is actually a gunner.
  23. How do you make a kit that the PLAYER can only equip/spawn and bots cannot?
  24. thanks for the Reply Santa, I'm null into that part but I'm doing everything else I can to improve this great game, That's great news! I've tried to ask Crosire and Boris for an updated BF2 blank version to use with latest Reshade that reads the read depth buffer correctly (skipping the 1P) without success. Latest DOF and MXAO+ from ReShade 3.0.8 are awesome and the interface is also neat. It also has a lot of cool effects ready to use as SMAA, Godrays, LumaSharpen, etc, so we don't need to loose time re-creating those, and I can also focus on some weather post processing effects. And this will also mean the possibility to bring VR to BF2 which fully supports it (even better than BF4), only need an option to skip the 1P and apply the depth based effects straight to the game layer. I'm generating new HD Os maps for a lot of stuff and those addition would bring a nice result. Also when you do have some time take a look at this, I really thing is possible to adapt coronas shaders to read the terrain alpha as a displacement map instead of a bump map/ parallax. So that could bring real 3d geometry from the alpha channel, what I do know, is that GPU based Tesselation feature is supported in DX9.0C and in BF2, as that is how terrain is generated. https://msdn.microsoft.com/en-us/library/windows/desktop/bb219748%28v=vs.85%29.aspx?f=255&MSPPError=-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/library/windows/desktop/hh706330(v=vs.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/library/windows/desktop/bb206188(v=vs.85).aspx
  25. C++ and Directx9 APIs I think this could be achieved quite easily with the hooked Directx9 interfaces of RFX.dll. IIRC I already have some custom rendering done just before the 1p scene is rendered. I will look into it when I have spare time.
  26. TerrainShader_Hi.fx remove offset of vScaleTransY.zw from wPos.yw; fixes 'dancing black spots/blotches'
  27. Hey Coronaextra, I tried out your previously uploaded Terrain with normal support for Project Reality. The problem was that we were using BF2142 terrainshader already due to it fixing the black spot bug that the BF2 shaders have. So when using your texture the black spots came back. So I tried modifying the BF2142 terrainshader to include your work and got it to work with one bug: the closest terrain patches are much brighter then the other ones. Posting some pictures below to show what I mean. Working normal map: Black spot issue with your shader: My edited BF2142 shader with your changes included have the bright patch problem: If you have any idea what is causing it would be great. Would love to implement this into Project Reality. Here are the files: https://www.dropbox.com/s/2zaqhk425oyg14p/TerrainShader_Hi.zip?dl=0
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