Soft Particles, Dynamic Lighting and DX9 wonderfulness in FW:ToW
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That’s what I’m trying to establish, how much of what we see in the dev videos is to do with the effects that they are creating and how much is due to what will be the eventual plugin.
i.e - will freelancer look all that much different to what it already does in vanilla form with just the plugin.
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as there are already lights and even dynamic lights in vanilla fl - yes, it will. however, if you want all your projectiles and missiles and flares and everything to emit light to nearby objects, you need to code it. it could even work with the fl you have now, problem is only, you have neither specular support nor will all lightnings show up or show up correctly.
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What Gisteron said.
Different additions will mean different amounts of work. Bloom will work out of the box, obviously. Color correction needs per-system TGA gradient ramps created, so by default nothing would happen. Specular lighting is enabled by default, but for best result you will need to create your own specular map for all models (planets included). Soft particles need to be added manually on VisEffects. Dynamic lighting uses FL’s lightanims, so the few places where they are used will benefit from the new tech, but for the most part additional light sources would need to be added manually for the effect to really stand out.
Eventually, normal mapping will also require manual addition of your own normal maps.
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This page has all the info you’d need:
http://http.developer.nvidia.com/GPUGems/gpugems_ch22.htmlTake these effects and apply them to systems.
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Thanks for clearing that up, I had a feeling that it might be that way. Awesome for modders with knowledge of ALE’s and such then, but slightly less awesome for others. Awesome with the potential for sauce! :lol:
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Systems as in Li01, Li02, etc.
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confused so you mean a modder would have to define in the system file a few values on how to handle the frame rendering? does the plug-in read out a new syntax you have to add or is there a configuration file where you define all of the corrections to each of the systems? something like that? well, when you release it, there will be a usage guide xD
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- You make a 256x1 gradient from black to white.
- You apply filters to it in Photoshop or your favorite image editing program so that it looks as you want in the game (easiest way is to make a screenie and then apply filters to that screenie until it looks good, then copy all the filters to the gradient).
- Save in data\textures\color_correction as a TGA with the name of the file being the nickname of the system.
- Bingo!
So to tint Li01, I’d make a screenie of the system, edit it in PS, apply all the edits to a gradient, save the gradient as Li01.tga in that folder and it’d be good to go.
Absolutely nothing to do with ALEs or shader programming.
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Nova, cut with the crap. Thank you.
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Thanks for the info, deferred rendering is one of the reasons I love playing Stalker so much (and it has a good storyline). Have you considered adding soft or PCF shadowing to it?
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Most impressive work guys. Well done.
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LancerSolurus wrote:
Thanks for the info, deferred rendering is one of the reasons I love playing Stalker so much (and it has a good storyline). Have you considered adding soft or PCF shadowing to it?Its definately on my list, however normal mapping has priority right now
Anyways, LS, didnt you implement deferred rendering yourself in GE? I thought I was reading something about it the other day in your changelogs…
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Not yet, its on my todo list. Still using forward rendering atm. Once it hits 4-5 lights there is a noticable lag from it. So far I have specular mapping, normal mapping, 2 types of detail mapping and glow mapping. I played with parallax occlusion mapping but without LOD mip mapping it’s a frame rate killer. Ive done a little bit of reseach and it is recommended to switch it back to normal mapping after a certain distance from the viewer.