I've been working on the Hi Definition techniques for bf42.. for fun really and to really stress test the gpu and see what it can handle. These pics give an initial idea of the quality improvements.
Basically what you are looking at is a small map but then shrunk to a quarter of its size making the heightmap of the terrain 4 times more detailed. I have rendered the terrain texture in 3dmax to give a bit of shadow but it also allowed me to render parts of the terrain in wireframe view. Each of the squares represents a normal individual square of terrain and most mappers will recognise that this is far higher detail than usual. (take 4x4 of those squares and you have a normal size terrain square)
All this means for very smooth driving over lumps and bumps that would normally cause the car to do crazy things.
The terrain texture is automatically squeezed into this smaller area making it 4 times more detailed also.
This is just a work in progress. It shows the potential in these changes but I have not used them as best I can. The road texture was made in 3dmax but needs more variation in the texturing. The heightmap is pretty basic with the detail and can be improved greatly.
Looks pretty good though.
[ 08:30 ] [ 05 Jan 2008 ]
LOL! HDTV, very nice FlaMiN, I think I did basically the same thing as you, but by con coding, I guess yours is a lot etter because my technique fucks up 1. The Shadows 2. The minimap, look at my evo in the gallery ( The newest pic ). Oh it also fucks up the textures because now when you want to paint the ground the textures are too small =[
Registered Member #80 Joined: [ 09:01 ] [ 14 Mar 2004 ]
Looks great, been thinking bf1942 engine is starting to date a bit, its held on well for so long, anyway to tweak lighting, texture resolution?
People really got alot out of engines like half life 1, and quake 3 arena, i still think bf1942 got something to give if any is clever enough to do it. But i appreaciate hl2 and q3a are much more open engines.