Posted in: Modeling
Posted 2015-10-24 at 21:42 by [R-DEV]Outlawz7
It's been a few months since I've come back on the PR:BF2 dev team after a three year absence and I've been busy. Today I'll disclose a few of the things I've worked on since I got here. :D
To begin, I've updated the market tarp static. First featured on Korengal and numerous maps since. The lovely static was however missing a low poly [URL="https://en.wikipedia.org/wiki/Level_of_detail"]LOD[/URL]. Hopefully this addition will help your gameplay performance.
[img]http://i.imgur.com/kixVlzT.jpg[/img]
I've also updated the textures and it comes in six different color variants. [B]Mappers will be able to find this static in v1.3.5[/B] under \objects\staticobjects\pr\afghannorth\static\props\market_tarp_v2. Not yet featured on any maps.
The second updated static is a vBF2 highway bridge segment. Its wreck geometry has been removed for your indestructible bridge needs along with an addition of custom lightmap UVs, lowering the required lightmap resolution from 512 to 256 pixels with little quality loss.
[IMG]http://i.imgur.com/34rluGS.jpg[/IMG]
[B]Mappers will be able to find this static in v1.3.5[/B] under \objects\staticobjects\common\roads\highway_bridge_low_segment_static.
Not yet featured on any maps. To clear any possible confusion mappers might have when seeing this static next to its two "cousins" allow me to explain:
[LIST][*][B]highway_bridge_low_segment[/B] - original vBF2 static, can be destroyed
[*][B]highway_bridge_low_segment_nondest[/B] - code copy of the original, cannot be destroyed but the wreck geometry is still present and needs to be loaded by the game and lightmapped even though players will never see it
[*][B]highway_bridge_low_segment_static[/B] - cannot be destroyed, no hidden geometry[/LIST]
That's it for v1.3.5, here are some more that will be featured in the future.
[B]Afghan cave v2[/B]
Also first featured on Korengal and numerous maps since.
So far I've added lowpoly LODs, but more importantly I've removed the two dead end caves on the bottom and connected the top cave with the surface. I still have to work out how to optimize collisions and I've had requests to facilitate spawning deployables inside which atm isn't possible as the inside of caves have no vehicle collision ie. vehicles can't get in or drive inside and deployables also use that collision.
[img]http://i.imgur.com/SY51up2.jpg[/img]
[B]portacabin v2[/B]
Nothing special to this one aside that it also had hidden wreck geometry that needed removing.
[IMG]http://i.imgur.com/2wG95zf.jpg[/IMG]
[B]iraqi_low_apt v2[/B]
Strike one off the [URL="https://www.realitymod.com/forum/f354-community-maps/49073-mapper-info-static-objects-should-not-used-your-maps.html"]do not use list[/URL]. I've fixed the center position of the model (pivot point) and redid the LODs.
[IMG]http://i.imgur.com/DWpJ8tM.jpg[/IMG]
[B]brickwalls v2[/B]
I've updated the entire vBF2 brickwall set, a kind of statics you'll find in a lot of maps, adding lowpoly LODs but more importantly adding custom lightmap UVs. At this point I would like to plug my community task which outlines the issues and need to update some of vBF2 and PR statics when it comes to lightmap UVs.
[URL="https://www.realitymod.com/forum/f605-community-tasks/138517-pr-walls-project.html"]PR Walls Project[/URL]
[img]http://i.imgur.com/zBHtbRu.jpg[/img]
There's more where this comes from, but it's too early for a sneak peek. It's not all fixing though, I have been trying to make something of my own as well ;)
[img]http://i.imgur.com/t8Fa0Ud.jpg[/img]
To begin, I've updated the market tarp static. First featured on Korengal and numerous maps since. The lovely static was however missing a low poly [URL="https://en.wikipedia.org/wiki/Level_of_detail"]LOD[/URL]. Hopefully this addition will help your gameplay performance.
[img]http://i.imgur.com/kixVlzT.jpg[/img]
I've also updated the textures and it comes in six different color variants. [B]Mappers will be able to find this static in v1.3.5[/B] under \objects\staticobjects\pr\afghannorth\static\props\market_tarp_v2. Not yet featured on any maps.
The second updated static is a vBF2 highway bridge segment. Its wreck geometry has been removed for your indestructible bridge needs along with an addition of custom lightmap UVs, lowering the required lightmap resolution from 512 to 256 pixels with little quality loss.
[IMG]http://i.imgur.com/34rluGS.jpg[/IMG]
[B]Mappers will be able to find this static in v1.3.5[/B] under \objects\staticobjects\common\roads\highway_bridge_low_segment_static.
Not yet featured on any maps. To clear any possible confusion mappers might have when seeing this static next to its two "cousins" allow me to explain:
[LIST][*][B]highway_bridge_low_segment[/B] - original vBF2 static, can be destroyed
[*][B]highway_bridge_low_segment_nondest[/B] - code copy of the original, cannot be destroyed but the wreck geometry is still present and needs to be loaded by the game and lightmapped even though players will never see it
[*][B]highway_bridge_low_segment_static[/B] - cannot be destroyed, no hidden geometry[/LIST]
That's it for v1.3.5, here are some more that will be featured in the future.
[B]Afghan cave v2[/B]
Also first featured on Korengal and numerous maps since.
So far I've added lowpoly LODs, but more importantly I've removed the two dead end caves on the bottom and connected the top cave with the surface. I still have to work out how to optimize collisions and I've had requests to facilitate spawning deployables inside which atm isn't possible as the inside of caves have no vehicle collision ie. vehicles can't get in or drive inside and deployables also use that collision.
[img]http://i.imgur.com/SY51up2.jpg[/img]
[B]portacabin v2[/B]
Nothing special to this one aside that it also had hidden wreck geometry that needed removing.
[IMG]http://i.imgur.com/2wG95zf.jpg[/IMG]
[B]iraqi_low_apt v2[/B]
Strike one off the [URL="https://www.realitymod.com/forum/f354-community-maps/49073-mapper-info-static-objects-should-not-used-your-maps.html"]do not use list[/URL]. I've fixed the center position of the model (pivot point) and redid the LODs.
[IMG]http://i.imgur.com/DWpJ8tM.jpg[/IMG]
[B]brickwalls v2[/B]
I've updated the entire vBF2 brickwall set, a kind of statics you'll find in a lot of maps, adding lowpoly LODs but more importantly adding custom lightmap UVs. At this point I would like to plug my community task which outlines the issues and need to update some of vBF2 and PR statics when it comes to lightmap UVs.
[URL="https://www.realitymod.com/forum/f605-community-tasks/138517-pr-walls-project.html"]PR Walls Project[/URL]
[img]http://i.imgur.com/zBHtbRu.jpg[/img]
There's more where this comes from, but it's too early for a sneak peek. It's not all fixing though, I have been trying to make something of my own as well ;)
[img]http://i.imgur.com/t8Fa0Ud.jpg[/img]
-
Gib 1.3.5
Posted 2015-10-24 at 22:05 by X-Alt -
Posted 2015-10-24 at 22:16 by Raphavenger -
Posted 2015-10-24 at 22:59 by Yrkidding -
I won't lie, I'm not really sure about what it is you said there or how it necessarily makes my game better, but I know that it's forward progress, and I am delighted!
Thank you for your return to the team and your continued efforts!Posted 2015-10-25 at 08:11 by CR8Z -
Posted 2015-10-25 at 12:08 by Raklodder -
Posted 2015-10-25 at 16:45 by TheMerchantOfMenace -
First, I would thank you for this work and concern for the low performance PC PR:BF2 players.
Then, I would make you notice how this modification in statics could change the fairness between high performance and low performance users. Here I made a modest picture to explain my point;
[IMG]http://s8.postimg.org/luoggdz05/Efficiency.jpg[/IMG]
You should consider adding the minimum numbers of polygons to replicate at best the corners that allows visibility in combat.
(:
ALSO, could this be possible to have lower texture resolution on LOW textures? Even plain textures? I like the cartoonish and simple style, the computer i use would also like it, hahaPosted 2015-10-27 at 17:19 by W.Darwin
Updated 2015-10-27 at 18:34 by W.Darwin -
Quote:Then, I would make you notice how this modification in statics could change the fairness between high performance and low performance users. Here I made a modest picture to explain my point;
http://s8.postimg.org/luoggdz05/Efficiency.jpg
Low GFX users do use lower rez textures than high rez users.Posted 2015-10-27 at 18:52 by Rhino -
Thanks for the enlightning answer, i didnt knew what a LOD was.
Although, my second request was about modifying de ''Low texture'' setup in the PR Startup Configuration for a even Lower render of the texture. I am aware I might have asked too much :D
There i made an example:
[IMG]http://s11.postimg.org/648u9jopf/e_JY9v.jpg[/IMG]
[IMG]http://s7.postimg.org/txqi0haij/simple_texture.jpg[/IMG]Posted 2015-10-27 at 19:24 by W.Darwin
Updated 2015-10-27 at 20:34 by W.Darwin -
Posted 2015-10-28 at 06:11 by Conman51