See my blog for details
I have an interesting question.
Will the recreation be a 1:1, or will there be room for changes to more accurately reflect visual changes made since WoW? A practical example would be this: When playing the campaign where you invade Quel'Thalas. Will the tileset be the default Lordaeron version like in WC3, or will a different tileset skin be made to accurately reflect the area as it is depicted in WoW with the yellow and orange trees etc. and maybe different more elvish architecture?
He has nothing to offer me. No improvements that I don't have already.
I am not sure what you mean by linking that here, but don't think that that mod is anything like mine. I have had a heated discussion with the creator of his mod already in terms of how he is making huge overstatements about his "features", but other than that, I don't even entertain the idea of his "mod".
Browse through that mod's comment section to see what I mean.
Lol, I have been sharing content with the Project Reality team; the Alpha Project team and then I became a dev for them; I shared with The District; Final War; Spec Ops Warfare; SIB: Special Intervention Brigade and soon I will be able to help the BF2 Korea mod team out with animations... so please don't make claims that have no proof. I have been part of the community for a long time. I am not a jerk, I just have a desire to challenge claims made by people when they are clearly lying. Hell, I even wrote my own tutorials before on how to do stuff for BF2.
I am sorry to say, but I never wanted anything of your project in mine. I got things handled pretty well thanks. Unless I accidentally gave a hint that I am not aware of...
BF2 Editor has nothing to do with Maya. BF2 devs made their own system for making lightmaps by the way. They did however make tools for Maya, which is not the same than being Maya.
You are comparing your project to the likes of PR, FH2? Wow, you must be thinking a lot of your mod. Nothing can beat those mods, not even mine with all my edits: Abload.de
I was not a douche in my first comment. The worst thing that I said was that you are making an overstatement with the lightmaps. That is all, and that is just a neutral opinion which happened to be a correct opinion.
"Upside the original one, the one below is mine... do they look the some to you?" - Yes, they do, the only difference is that the view distance is higher, different undergrowth, and the lightmaps were re-rendered in bf2editor with an extremely high FoV setting. Seriously, all your map versions are just cloudy dark versions of the originals with more blurred lightmaps than the default one, and then you have the nerve to compare it to PR and FH2.
If you want a full comparison between my Oman and yours, then that is what you will get the weekend after work. I won't have time this week.
Oh wow, this escalated really faster than what I had imagined. Please keep it civilised if you don't mind...
Before I downloaded your maps, I thought that it was an upscale, but I was wrong and I admit that, but I never said that it was the same than the default lightmaps. I said that the file size and resolution are exactly the same which it is. Let's make this fun for the readers:
Every modder that knows how to do some very basic BF2 modding, please go to the following link: "C:\Program Files\EA Games\Battlefield 2\mods\bf2\Levels\Gulf_of_Oman" and then open "client.zip". Then go to the lightmaps folder inside, then objects, then open the file "LightmapAtlas0.dds". Then, compare it with the images of his 3rd reply of this discussion. It is exactly the same thing and yet he claims that it is his own work.
Well, let's make it more interesting. Why don't you quickly render a lightmap for an object that doesn't have lightmap samples at all, like the construction crane on Oman? Here is my test version in low resolution for testing: I.imgur.com
And, while you are at it, why don't you take screenshots of you actually rendering the stuff in Max or Maya>
If you can render in autodesk programs, then you surely should be able to render that object easily. If you don't do this then all of us will assume that you can't. Remember, autodesk programs don't need lightmap samples so this test will prove easily how faithful you are.
Lastly, my animations are made by Develop013. Every BF2 community member knows that: Youtube.com
So, first you said that you were using 3ds max, now you are saying that you are using Maya? So, which will it be now? Especially if all the lightmaps that you rendered look exactly like the style of BF2 editor lightmapping.
When I check through the maps that I downloaded here, all of the file sizes including the atlases have the exact size than the default lightmaps, meaning that the resolutions are 100% the same. The last 2 images you linked to me are also rendered in BF2editor and are the same size. The second one is ony 4 separate 1024x1024 lightmaps that you made into a 2048x2048 atlas of separate objects, and yet you call it "individual". You literally just opened the default LightmapAtlas0.dds of Oman that was made back in 2005 and call it rendered in Maya??
So yeah, it is clever calling you a liar on your own page when you are lying to the people that are downloading your mod. And, I have over 4 years experience with lightmap generation and have rendered countless maps in HD.
Your entire mod is an overstatement in itself. "Finest possible quality" is what you said above, and yet it is default resolution lightmaps?
Do you want to see real HD lightmaps? Well look here:
Thanks, but that is something that will rather remain mostly the same. I don't work on custom maps at all at the moment, and will not for a very long time. The core of the mod is the focus for now. So therefore there is no need for this kind of work.
Thanks for the offer though! :)
Hi. This really sounds interesting, however when it comes to my mod's goals, then a lot of the work will conflict with your work. Develop013 has already reanimated the whole game's 1P animations for me, and soon he will start with the 3P animations (hopefully).
I am also trying to stay true to the vanilla game as much as possible, which leaves little room for drastic changes that I see in other mods.
Don't get me wrong, I love your mod, but I think both our mods deserve to be what they are and what we intend for them to be. Especially yours that has been in development for like 5 years or so. :)
We can still share content though, I am always open for that. PM me if interested. :)
Ah I see, thanks for replying!
I am not going to lie to you. It is really far from being done. I am just not getting the help that I need to get this finished.
Thank you! :)
Sorry for the very late reply.
The mod will have you choosing which loadout ingame. No file editing at all. :)
Great mod! Its quality and professionalism could have fooled anybody into thinking that it is an official expansion pack!
Just one question though, where the hell is the Wild Animal Park map lol? I was trying to have some nostalgia on my favorite map, but ended up finding nothing. :(
Awesome mod though, 10/10
Likewise mate, I hope I can be a little bit more active this year on this site. :)
Thanks, for you too!
1. I really can't say
2. Nope, this mod is completely standalone. If somebody wishes to have that content in my mod, then they would have to implement it themselves.
Why, because of Brexit? This mod still takes place around the timeline of when it was released, in other words the early 21st century. And besides, I like those equipment. :p
The vehicle HUDs are already HD now. It isn't so blurry and fuzzy anymore. All that I will have to do still is to add some extra HUD elements for vehicles that will improve gameplay, and then I have already started working on some improved sounds for vehicles. Nothing big really, but enough to see an improvement. :)
Yes, well I'd say slightly higher, but after the release of this mod I will have zero sympathy for people complaining about performance issues, because number one, this mod is really well optimised, and secondly, this game is already eleven years old and any PC can run it.
As for the bit rate, we are stuck with 32 bit since BF2 was developed to be like that. Nobody has access to that level op coding to actually change that. ^^
And no, this mod will not die. Slow development is unfortunately something that you guys will have to get used to, but eventually it will be released. And thank you for your support mate. It is much appreciated! :)
What are you talking about?
Thank you! It will require a bit more than the standard game, but taking into consideration that BF2 is 11 years old, any modern PC with at least 1GB VRAM will run this without any issues. :)
Hey, thanks! Hope to see you more around nowadays!
Ja, jy was so lank weg dat jy seker nie eers weet nie haha.
Het sover nie eintlik baie vordering gemaak nie, maar ek doen wat ek kan.
He cannot give anything because what is in that mod is not his work...
Yeah, and what is the point in having the HD content from BF3 and BF4 in this mod if you don't even play BF2 on full graphics lol.
Hey thanks Chief! Much appreciated. :)
Also, expect an update on the BFSP forums of my mod in the next few days. It has to do with some new weapon animations. ^^
Yes, you are 100% correct. I love crosshairs. :)
Unfortunately I will not convert anything from BF3. And the plans regarding the Russian faction will stay as they are for now. Maybe if I can get more developers I can make that faction, but we are only 2 developers at the moment sadly. :(
Thank you for your kind words and support.
Much appreciated. :)