SapientWolf
Trucker Sexologist
I loved Dragon Valley even though it felt like a BF Vietnam map. Or maybe because it did.Red Blaster said:you know I'm right bish
why settle for truncated BS when we can have real big country shit like this
I loved Dragon Valley even though it felt like a BF Vietnam map. Or maybe because it did.Red Blaster said:you know I'm right bish
why settle for truncated BS when we can have real big country shit like this
Mothman91 said:How big was that? Can you remember?
mr_nothin said:Great
I'm working on trying to flatten this exposure curve right now. It's like they have a hard limit set when it comes to trying to tone down the highlight clipping.
They're really emulating a camera lens here.
Red Blaster said:you know I'm right bish
why settle for truncated BS when we can have real big country shit like this
Red Blaster said:you know I'm right bish
why settle for truncated BS when we can have real big country shit like this
Oh boy.zephervack said:I never played BF2 so im just wondering, how come there is only one spawn on the map, where does the opposing team spawn?
zephervack said:I never played BF2 so im just wondering, how come there is only one spawn on the map, where does the opposing team spawn?
ape2man said:so its still not possible to destroy complete buildings like BC2.
zephervack said:I never played BF2 so im just wondering, how come there is only one spawn on the map, where does the opposing team spawn?
Red Blaster said:you know I'm right bish
why settle for truncated BS when we can have real big country shit like this
RibbedHero said:China can spawn at any of their points, US can spawn at any of theirs. The map shows the points the teams start with. The top right point is uncappable, while the rest are.
If China loses all their points they lose (right? I don't remember very well) in addition to being able to lose due to loss of tickets. US starts bleeding tickets from the get go.
Rad- said:This map felt empty even with 64 players.
vidal said:Oh boy.
You're looking at the spawns. That's Conquest Assault.
No they're both gone, the 7th flag is from the old 32 player version. Between Square and Train Accident.Anton Sugar said:There are 8 cap points in that screen, and there are 7 in BF3's map. I don't think they cut off both Factory and Warehouse.
VibratingDonkey said:Looks like they've cut off the rightmost bit of Karkand, removing Warehouse and Factory. Seems dumb. Will probably lead to more clog at the bridge and a less dynamic map.
Red Blaster said:you know I'm right bish
why settle for truncated BS when we can have real big country shit like this
mr_nothin said:Before:
http://i61.photobucket.com/albums/h58/serbusfish/nosun.jpg[IMG]
After:
[IMG]http://i61.photobucket.com/albums/h58/serbusfish/sunbloomcolourgrade.jpg[IMG][/QUOTE]Regarding that FXAA thing:
what settings do you use to get back to the "BEFORE" type of coloring?
Anton Sugar said:Oh god. Memories of round start: spawning at Vista Point and setting up C4 along the road, waiting for some hapless US vehicle to roll by. Sooooooooooooo good.
I don't know, hard to tell what that area is like from this wee distant peek. But that'd be appreciated.Spl1nter said:It actually looks like they tried to do the opposite. They made the bridge area larger and easier to cross. It was a pretty shitty chokepoint in bf2.
I'm not so sure, almost all of the vanilla maps are actually the same size on both console and PC. The difference is usually only in the amount of flags.firehawk12 said:Man, Conquest Assault.
I so wish I had a decent PC now. The versions of the maps on 360 are going to feel so small.
You can quick switch at any point with the "pause | break" button. It switches it on/off w/o having to exit the game.Cuban Legend said:Regarding that FXAA thing:
what settings do you use to get back to the "BEFORE" type of coloring?
Game Analyst said:No Rush?
Game Analyst said:No Rush?
no i mean how to get the coloring back that you see in the above "BEFORE" screenshot in Retail BF3 by using the tonemapping feature in this FXAA injector.mr_nothin said:You can quick switch at any point with the "pause | break" button. It switches it on/off w/o having to exit the game.
Or do you mean put the settings back to default? Did you screw something up?
Cuban Legend said:no i mean how to get the coloring back that you see in the above "BEFORE" screenshot in Retail BF3 by using the tonemapping feature in this FXAA injector.
I know you cant remove the bloom and glare but being able to reverse the bullshit "filmic colorgrading" would be nice.
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
//#define USE_BLOOM
//#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 1.00; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.012; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.012; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 0; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.30
#define CoefBlur 1
// Set values of the sharpening amount
#define SharpenEdge 1.2
#define Sharpen_val0 0.5
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.3 // 1.00 = Max
#define TechniPower 6.0 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 0.7 // 1.00 = Max
#define blueNegativeAmount 0.7 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.00
#define Exposure 0.00
#define Saturation 0.70 // use negative values for less saturation.
#define BlueShift 0.00 // Higher = more blue in image.
#define Bleach -0.04 // Bleach bypass, higher = stronger effect
#define Defog 0.090 // Strength of Lens Colors.
#define FogColor float4(0.06, 0.10, 0.08, 1.00) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 1 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the grey color you wish to
blend in
#define SepiaPower 1.2 //(Valid Values = 1 to 9, use decimals for finetuning), defines how much of the color tone you wish
to blend in
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture
frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 0.9 // lower values = stronger radial effect from center
#define VignetteAmount -0.50 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.01;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
i agree, fuck BC2 maps.Red Blaster said:Lawl nobody cares about TURRIBLE Worst Company 2 maps.
Get that shit out of here.
mr_nothin said:Tell me how this looks for you
I'm still tweaking a little bit
xbhaskarx said:After this one, have they indicated how regularly they intend to release map packs?
Hopefully they do a better job this time than with BC2...
Hmm, not really sure what the problem could be. Do you have ATI or Nvidia?Kyaw said:The game doesn't load for me sometimes... only happens when i have those injector files in my directory.
mr_nothin said:Hmm, not really sure what the problem could be. Do you have ATI or Nvidia?
Oh god you are one hundred percent right.gibon3z said:That does look super tiny lol.
gibon3z said:
That does look super tiny lol.
gibon3z said:http://img403.imageshack.us/img403/1411/scaleddownmaps.jpg[IMG]
That does look super tiny lol.[/QUOTE]
It does look tiny, but if I'm not mistaken DICE said its bigger than previous versions.
RibbedHero said:It does look tiny, but if I'm not mistaken DICE said its bigger than previous versions.
wow, looks smaller than 1943!gibon3z said:http://img403.imageshack.us/img403/1411/scaleddownmaps.jpg
That does look super tiny lol.