Battlefield 3 soldiers, Cpt. Quinton Cole and Private David Montes (models used in the Heat Of Battle mod) re-textured in HD. [Upscaled textures to 4096x4096 and 4096x2048]
I reused the soldiers' models used in the "Heat Of Battle" mod and took the liberty of applying the size of the texture dimensions in general to 4096x4096 and 4096x2048.
The same for the Tangent Normal Map and Object Space Normal Map textures, are compressed in DXT5. However, they are without Mipmaps, to offer a better visible quality of the details of the Bump maps.
1st step again:
You need to edit all kits of soldiers according to the MOD of your Battlefield (ONLY FOR WEAPONS KITS)
- What will you need to do? -
Open the "Object_server" file according to your Battlefield 2 mod and go to the "Kits" folder. Only kits from the USMC, European and
Russian Forces (Pack of Russian soldiers are separated in the previous post). You will need to edit the soldiers' * .tweaks files. Line example:
ObjectTemplate.addTemplate kni_knife (Your knife)
ObjectTemplate.addTemplate m9a1 (Your pistol)
ObjectTemplate.addTemplate mp5sd (Your rifle / sniper / smg or shotgun)
ObjectTemplate.addTemplate mdrn_crossbow_explosive (Delete this line, this weapon is a Heat Of Battle mod)
ObjectTemplate.addTemplate c4_explosives (Your gadgets / C4 or Claymore)
ObjectTemplate.addTemplate SIMRAD2 (Laser Guided Missile) [To reactivate, download the Simrad mod in ModDB]
How to put the soldiers in the game?
In this part you will not need to touch the "init.con" file of the maps to apply the soldiers. You will just replace the soldiers' model files in the "Objects_client.zip" file and that's it.
In my BF2 I can guarantee that it is completely working correctly and in other modifications existing mods for Battlefield 2. If the game comes out completely alone, run Battlefield 2 in windowed mode to identify the error.
"C:\Program Files (x86)\EA Games\Battlefield 2\BF2.exe" +menu 1 +fullscreen 0 +szx 1920 +szy 1080
(Don't forget to change your screen resolution in +szx (Width) and +szy (Height)
I also provided the original Normal Tangent Maps and changed the shader in the BF MeshViewer from SkinnedMesh to BundledMesh with the addition of 2 more textures of specularity and alpha, because only with the Tangent does the soldier's model look plastic.
The folders are marked as "Object Space / normal colored maps" and "Tangent Space / Normal Map scaled blue colored". It is your preference to choose between Object Space or Tangent Space to give more details of shadow to your character.