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Devilman

Battlefield 2 High Definition W.I.P.

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Finally someone is creating a HigherRes texture mod!

Been using high res textures in my mods I used for Machinima too. These make one hell of a difference!

Keep it up!

Btw. is that allready on mod db?

Edited by sid6.5

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Never played FH2? :ugly:

Sure I did, but I am not a big fan of WW2 as setting.

Edited by sid6.5

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Never played FH2? :ugly:

And your point is ?? :facepalm:

He was refering to my post regarding "finally HQ textures mod!" - FH2 has such too. :)

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He was refering to my post regarding "finally HQ textures mod!" - FH2 has such too. :)

:facepalm:

HDTEXTURECOMPARISON_zps7e8e96ef.jpg

He, he.

*back on topic* that video looks great! :aww:

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*back on topic* that video looks great! :aww:

Thanks,it actually looks much better ingame

for some reason the video came out at 696x524 pixels

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yes that was my point. look ingame too our textures.

anyway, i like the stuff.

would be great some other mods like PR would use this textures too. loading time and levelsize?

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*back on topic* that video looks great! :aww:

Thanks,it actually looks much better ingame

for some reason the video came out at 696x524 pixels

Seems pretty pro. How are you creating those textures?

Do you use photos as reference? Or do you build them up from scratch?

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would be great some other mods like PR would use this textures too. loading time and levelsize?

I'm not too sure if PR/Project Boring,would run dozens of,22MB texture files,after seeing their concern for 5kbs of wasted texture sheet :facepalm:

PRHUD_zps8af5dceb.jpg

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Seems pretty pro. How are you creating those textures?

Do you use photos as reference? Or do you build them up from scratch?

The textures you see in the pics and vids,were sourced from the internet,and are very high resolution (much higher then FH2 ones :facepalm: LOL )

A. because i lack the skills to make my own

B. it would be very time consuming,even if i knew how

Then i edit the textures to resemble the colour and texture of an existing BF2 texture

Some BF2 terrain textures,are actually black and white,and are given their in-game colour by the coding in the sky con file

For non terrain textures all the bump-maps need to be remade,because,the texture pattern are slightly different,and because the more realistic the texture is,the flatter,the bump-map needs to be (or else it looks terrible in-game)

In fact with most of the textures i used,a bump-map is not required,but still requires a "flat" bump-map to be copied onto the texture palette,or a remap of the bundle-mesh,pointing to a common flat bump-map texture

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