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Fixer-upper

Posted: 2015-10-24 21:42
by 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 LOD. Hopefully this addition will help your gameplay performance.

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I've also updated the textures and it comes in six different color variants. Mappers will be able to find this static in v1.3.5 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.

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Mappers will be able to find this static in v1.3.5 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:
  • highway_bridge_low_segment - original vBF2 static, can be destroyed
  • highway_bridge_low_segment_nondest - 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
  • highway_bridge_low_segment_static - cannot be destroyed, no hidden geometry
That's it for v1.3.5, here are some more that will be featured in the future.

Afghan cave v2

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.

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portacabin v2

Nothing special to this one aside that it also had hidden wreck geometry that needed removing.

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iraqi_low_apt v2
Strike one off the do not use list. I've fixed the center position of the model (pivot point) and redid the LODs.

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brickwalls v2

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.

PR Walls Project

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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 ;)

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Posted: 2015-10-24 22:05
by X-Alt
Gib 1.3.5

Posted: 2015-10-24 22:16
by Raphavenger
X-Alt;bt10516 wrote:Gib 1.3.5
Plox :razz:

Posted: 2015-10-24 22:59
by Yrkidding
Good to see you on the team again!

Posted: 2015-10-25 08:11
by CR8Z
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 12:08
by Raklodder
Keep up the good work!

Posted: 2015-10-25 16:45
by TheMerchantOfMenace
I'm with CR8Z on this one, thanks for the improvements and the effort you're putting in!

Posted: 2015-10-27 17:19
by W.Darwin
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;

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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, haha

Posted: 2015-10-27 18:52
by Rhino
W.Darwin;bt10522 wrote: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
That is LOD2 which is only seen, by both High and Low GFX users, when far away from the object so there is no difference in fairness.
W.Darwin;bt10522 wrote: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, haha
Low GFX users do use lower rez textures than high rez users.

Posted: 2015-10-27 19:24
by W.Darwin
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:

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Posted: 2015-10-28 06:11
by Conman51
Can i suggest making the tarp not bullet proof. I think its like that ingame now right?

Posted: 2015-10-28 13:58
by Outlawz7
It's not bullet proof.

Posted: 2015-10-28 15:40
by [GER]Birnd
Look at W Darwins Pictures, a Guy inside the Tarp cant be seen when ur at long Range, but he can see u through the openings.
A Guy peeking through the gaps at the side of the brickwall....

Posted: 2015-10-28 18:43
by W.Darwin
[GER]Birnd;bt10527 wrote:Look at W Darwins Pictures, a Guy inside the Tarp cant be seen when ur at long Range, but he can see u through the openings.
A Guy peeking through the gaps at the side of the brickwall....
Birnd, I believe the LOD and LOD related are scripts designed by Battlefield2 programmers to soften the game engine.

The low polygon tarp you see in this thread is the model that will display on your screen at far distance with a raw vision. Meaning with any tool (ex:binocular) or physical approach of the tarp, the regular geometry will display on your screen.

If anyone more experienced than me see this post, correct me :D

I made the mistake myself but rhino kinda implied the answer in his replie on the first page.






Here is a visual example to help, the first image is the LOD2 wich is the Low poly Static you see on the post.

On the right would be the regular tarp you see at close range.

Get it? :D

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Posted: 2015-10-29 08:03
by cribbaaa
I really like that you guys are putting an effort in to updating older assets to improve stability and performance, there are some maps that really need it.

Much appreciated :grin:

Posted: 2015-10-29 09:13
by fatalsushi83
What's that last building you're working on? Some kind of garage?