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About B4rr3l

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  1. Thank you
  2. wtf
  3. Baddd bring Reshade 3 1P layer skip support for us please I beg you
  4. 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?
  5. 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.
  6. 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.
  7. 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...
  8. 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.
  9. 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
  10. Hi bud, what kind of language I should learn to try to help with this? Do you know anything about the Tesselation support of the game? What I do know is that it is supported as that exactly what the Heightmap do for the terrain., but how to apply that as a displacement map? displacement feature is the last feature added to ShaderModel 3.0 on DX9.0C and it's probably the most cutting Edge technology supported in game and it's exactly what would become the "Tesselation" on DX11. Now imagine Those bump maps becoming real 3D models like bricks or the fuselage details...that would be amazing, and also the terrain could gain new life. I Managed to add tangent bump maps to the Roads, that was actually very stupid... go to the amazing software made by Remdull that saves lifes! Specially for skinned mesh UV fixes what a great utility you made there m8! So yep open your road mesh and add the bump texture to the material list... that's it. Features I expect to see on BF2 someday and only you guys can solve it BadSanta Corona Remdull - Full Displacement/Normalmap support for bundled/static/skinned/terrain/Roads - Realistic zoom shaders for any scoped weapon. - Option to skip 1P layer to apply post processing effects, that would bring MXAO+ and latest DOF support and also, volumetric clouds and lights as post-processing, even real time weather could be implemented... BF2 has Full Z-Buffer support, all those latest Reshade /ENB features could work if we skip the 1P layer and apply the post processing to the scene. Those 3 with some improved meshes here and there and full texture /OS work (which is ready), can seriously put BF4 a run for it's money! Specially considering the much better gameplay it has.
  11. Hi bud, any update on this? I have all the BF2 terrain, rocks, water and road textures in 2K and vanilla compatible, already with nice bump and specular maps that I've mande on Crazybump. Also, any way to bypass the weapons overlay to apply the DOF and HBAO+ Shaders correctly? or any other Reshade 3 effect? they are amazing but depth buffer reads the weapons only, even with the game having full support for it. And what do you mean by using 2 layers for normals? That means I will have only half of my details available if I wanna apply it to rock, gravel and tarmarc in a map?