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Messages - Remdul

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1
Modding / BfMeshView 2.5.3 released
« on: 02-02-2019, 23:02:09 »
I just released a new version (BfMeshView 2.5.3)!

This release is mainly a bug-fix release.

* added viewport screenshot function (press F12)
* added warning for incompatible locale settings (common on Polish locales)
* added option to disable GDI overlay rendering (which flickers on Windows 7 and later)
* fixed regression causing BF1942 StandardMesh (*.sm) files fail to load
* fixed bug in Material > Select Faces not properly marking all face vertices
* empty OpenGL extension strings are now filtered out (cosmetic issue on Linux/Wine)
* collision mesh edges are now drawn more visibly

Known Issues:

* BfMeshView windows do not show up in taskbar on Linux Mint 19 (this is a Wine 3.x issue)

Download:

http://www.bytehazard.com/bfstuff/bfmeshview/

2
Modding / BfMeshView 2.4.0 released
« on: 12-02-2018, 22:02:24 »
I just released a new version (BfMeshView 2.4.0)!

http://www.bytehazard.com/bfstuff/bfmeshview/

This release brings a large number of changes that have accumulated over the last year, mainly adding BF2 mesh editing tools and productivity improvements for common or repetitive tasks. We've used many of the new features to fix hundreds of statics glitches for the upcoming FH2 release.

The highlights:
* Generate Weighted Normals: this makes many models look significantly better
* Vertex Normal editing tools: this has allowed us to fix many lighting glitches
* improved UV Editor: this has allowed us to fix stretched textures
* mesh editing 'Fix' tool set: this has allowed us to fix many popping LODs
* improved .sample generation: allows quicker fixes of .sample files
* improved navigation: quickly locate to texture map files on disk
* updated shaders: all BF2 models should now appear definitively correct in BfMeshView

Note that this is a raw untested beta-release; some things may be utterly broken, incomplete, or undocumented.


@FH2 devs: please keep using the BfMeshView in your SVN working copy! SVN Update /Tools/BfMeshView/ for the latest builds!

3
Not visible in these images; we've also done some maintenance work on hundreds of statics, to clean up big and small lighting glitches and texturing errors. It makes FH2 overall look neater, especially affecting the older North Africa levels. Gavrant has also done an overhaul of the way we re-light levels, for nicer lightmaps and also reduces memory requirements. I've also done another pass to tweak collision meshes, to reduce chances of players getting stuck on statics, and slightly improved performance.

4
Modding / Re: BfMeshView 2.3.2 released
« on: 11-01-2017, 19:01:20 »
It should be trivial to remove unneeded LODs after import into 3dsmax. I found exporting only the selected Geom/LOD to be a non-intuitive feature, hence the change to earlier behavior. It now simply exports everything.

Don't use the default 3dsmax OBJ import plugin, it is horribly, horribly broken. Use this:
http://guruware.at/main/objio/index.html

With this plugin, Geoms and LODs should be properly separate objects when imported into 3dsmax.

5
Modding / BfMeshView 2.3.2 released
« on: 11-01-2017, 18:01:36 »
I just released a new version (BfMeshView 2.3.2)!

http://www.bytehazard.com/bfstuff/bfmeshview/

The highlights:
* added 'Copy UV Channel' tool
* added mouse wheel zoom to 'UV Editor'
* added 'Fix Overgrowth Alpha Mode' for BF2 .staticmesh
* added 'pro user' mode to skip overwrite warning on mesh save (enable in "config.ini": promode=1)
* added option to choose UV channel for OBJ export
* added option to export transformed vertices for OBJ export
* fixed OBJ export UVs being vertically inverted
* fixed error message when selecting missing material texture maps
* 'Generate Samples' tool now automatically reloads samples

Feedback welcome. Please report regressions and new bugs.

6
Modding / Re: Italian anti-personnel mine
« on: 25-11-2016, 21:11:52 »
Looks good! :)

Yes, the polygon count seems indeed a bit steep for FH2. But there's plenty opportunity to optimize, I would suggest to copy the model, and optimize it by removing unnecessary edge loops (merging neighboring co-planar polygons). Then use projection bake (in 3dsmax) to bake the high poly textured model to the low poly (optimized) mesh. That way you keep the nice rounded edges (bevel). That detail will bake nicely into the tangent space normal map. This also allows you to pick a good final texture resolution (my guess, 1024x1024).

Keep us posted on your progress! We're always looking for new artists. 8)

7
Announcements / Re: The Road to Forgotten Hope 2.52
« on: 16-06-2016, 17:06:34 »
I have also tweaked a number of collision meshes, a variety of Russian buildings, some bridges, and specifically the BF2 rock piles, which should greatly reduce the chance of getting stuck on these. On maps like Keren you should now be able to reach nice hiding/sniping spots, but keep in mind that rockclimbing is not without risks.

8
Bug Reporting / Re: Dukla Pass minor bug.
« on: 13-02-2016, 20:02:07 »
I checked, this is not an issue with the collision model (the door is fixed to the building), so the shelves should be moved a little to prevent this.

Thanks for reporting!

9
General Discussion / Re: Future of FH
« on: 02-02-2016, 13:02:59 »
Familiar names indeed. ;D Nice to see you Engineer.

Rumor has it that I'm also back in action.

10
There is no paratrooper model for Africa.  The para playermodels are modified from the normandy playermodels, which were modified from the african playermodels.
Pretty much yes. I made the Airborne models right after I did the Normandy Brit (yeaaars ago!), we just didn't have a level to put them on.

The uniforms + most gear are pretty much from scratch (canteen and pouches derived from Rad's), with the heads+hands by Rad of course. The Airborne gear had to go in the same texture sheet for performance reasons, and I also had to plan ahead for the Canadian version, so I did it all in one go. The camo jacket was a no-brainer to add as well. The Brit was the first ever player model I made (it shows in places) but I got the hang of it with the Airborne version. Not perfect, but I'm happy with it. 8)

11
Modding / Re: BfMeshView 2.2.0 released
« on: 05-10-2012, 01:10:40 »
Whoops! Looks like something went wrong with the upload or something got mixed up. At any rate, I failed to verify the download. Should be fixed now! Please re-download and nuke the old one.

12
Modding / BfMeshView 2.2.0 released
« on: 04-10-2012, 20:10:34 »
I just released a new version (BfMeshView 2.2.0)! Last release was over a year ago!

http://www.bytehazard.com/bfstuff/bfmeshview/

UPDATED: please re-download if your version reports as v2.1.0!

The highlights:
* full BF2 shader emulation
* support for suffixed textures
* added vehicle component positioning (loads .CON)
* added CollisionMesh color legend
* experimental SkinnedMesh vertex weight tools
* much improved UV editor
* integrated animation player with main window
* lots of bug fixes, performance tweaks and improved compatibility

Feedback welcome. Please report regressions and new bugs.

13
Announcements / Re: Call To Arms
« on: 25-09-2012, 15:09:35 »
I wonder what are they accusing Eurogamer of? I mean, to sue someone, he must have done something first, right?

Slander probably.

Quote
Freedom of speech might be weird concept for chinese though  ;D

Yacuba is from Bulgaria. Actually, from my experience, the Chinese are actually the most honorable in this all, if you ignore the fact that they did try to get away with it in the fist place. When we contacted FancyGoal (http://www.fhmod.org/fancygoal/), the entire business was shut down without a single question. The Chinese version of Army Rage disappeared overnight without the slightest resistance.

My personal understanding is that, despite the imposed Communist mindset 'everyone owns everything', the Chinese do seem to understand that profiting from someone elses hard work is 'not done', when directly confronted.

I'm sure in ex-Communist Bulgaria, similar leftovers from that mindset are still present, but likewise, I don't believe its populace are any worse than any other place on earth, when it comes to acknowledging authorship. It seems to be an universal understanding.

The individuals that make up Yacuba however...they are seriously lacking in soul. It has nothing to do with nationality.

14
Announcements / Re: Call To Arms
« on: 25-09-2012, 15:09:53 »
Update:

http://www.fhmod.org/armyrage/

Yes. Yacuba actually sued a games magazine, because they would expose them... :o

15
Announcements / Re: Call To Arms
« on: 15-08-2012, 17:08:49 »
@ouech: the Army Rage engine they use is definitely not the BF2 engine. Although I have found some references inside a few files that seem very similar to an old Open Source game engine, it is probably just coincidence; I don't have conclusive proof.
I did find a programmer who claims to have worked on the Army Rage engine for Tuyasoft, but have not contacted him (yet).

I would also prefer if no one make legal complaints/accusations on your own (especially if you're not a respective rights holder). It is confusing for all parties involved and makes new developments difficult to keep track of. Please contact me instead if you have useful information (you will of course be credited).

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