See my blog for details
Thanks Chief! :D
And this just so happens to be released on my birthday! Thanks for the present guys, much appreciated!
I have been following this mod since the beginning. It is so great to see it evolving overtime. :)
Thanks so much for this!
You will not be... "forgotten"... :D
... Terrible joke, sorry :(
I really like your animation style! It is really unique and the reload sounds are spot on in terms of syncing and how it suits the movements. Good job! :)
Nothing wrong with P4F ports as they are free content. It is the BF3 and BF4 content as well as other copyrighted content that should be avoided.
High Quality work as usual. :)
Thanks for the kind words man.
Yeah, I should do something like that. The problem is that I am now mostly working on stuff that won't make for a nice media release. An example would be new sound effects and work-in-progress animations.
There will definitely be an update this year somewhere since I am now back at modding daily.
Thanks for the support! ^^
Jealousy is the last thing that I am... all of this boils down to the fact that porting is something that is looked down upon by most modders due to the grey area it falls in. When porting from a game like BF Play4Free, then it is fine since they are free and abandonware.
Many of the things that you mentioned are things that I have had in my mod that has been in development since 2015. Others like the HD effects and sky were done by Forgotten Hope 2 and PR.
HD Grass textures
HD HUD elements
So I am not intimidated by your mod in any way, and nor do I want to compete really. I want to see mods that are legitimate and that don't overstate features. For instance the lightmaps... I just wish you can just call them default resolution lightmaps and not 4k 3ds max rendered, because both of us know that they aren't. And besides, rendering these lightmaps are really not difficult and headache giving. Setting up the scene in Max takes time, but it is really easy overall. The only problem is getting the terrain sorted out for rendering.
My advice to you is to drop BF3 and BF4 content, and instead adopt Play4Free content or content from other non-commercial sources.
As a sidenote, I was also a developer for Alpha Project and did a lot of the customization stuff, from coding to weapon variation and balancing... so I know all about those things that you mention. The reason why my mod is basically dead in terms of updates, is because I am hard at work fixing and implementing and coding the animations for my mod. My animator has done new animations for all the weapons plus more. Finishing this and all the new sound effect takes priority.
lastly, I have to take my hat off to you for making the water texture. That is really unique to your mod. I have never seen any mod with this. I hope we can see more of this! ^^
I wouldn't call it rude. I am a concerned BF2 Community member that wants to see actual user created content... not ripped BF4 copyrighted stuff stolen and published. And yes, he has already released these models on the download section of this mod. Just take a look.
That sounds good and interesting, really, but that changes nothing. It seems that you have no idea about Moddb's ToS. It is a good read by the way.
The lightmaps, well I am almost halfway done. I started with it in 2015. Heck, I even have made some for the day versions of the Special Forces night maps:
And how does this suck? It is realistic and the further the shadows are from the source object, the blurrier it gets. But unfortunately they aren't 4k like yours yet.
Using copyrighted BF4 content and releasing it publicly on Moddb... welcome to the group of modders that is solely responsible of ruining modding. Your service to the community will infamously be remembered. Good job.
P.S - When will we be seeing the HD lightmaps?
Or just keep the cylinder in and use a speedloader to put the new rounds in... like this:
I am so sorry to hear this mate. It was nice having you around and to help out sometimes (not that I did much though), and I shared the enthusiasm for your mod and I am truly sad to hear this.
I hope to still be seeing you around here. Take care. :)
I will definitely consider making the first release closer. The last thing I want is to get demotivated.
Luckily I have a lot of free time this month to dedicate to this mod. :)
Hi Chief. Thanks for the comment! :)
I took a modding break of about 8 months. I am now back at it and so is my animator. At the moment I am working on sounds and overall fixes that won't make great media releases, and neither do I like to post regular updates. I feel spending time working on content is better than media releases.
As for a V1 release, hopefully this year. If not, then Q1 2018. I seriously need a modeller that can help me out. Paid or not, please let me know if anybody can help me out.
Hi dude, is there by any chance that you can give us an update? Whether small or big, just something that can keep the hype boat afloat. :)
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. :)