Soft Particles, Dynamic Lighting and DX9 wonderfulness in FW:ToW
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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.
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Release is not for another several months.
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Sometimes its best not to give any previews, as you have seen here the badgering isn’t going to stop
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Ah, that’s OK. It’s nice to have people excited about the project and see the benefits of the endeavor for the greater community and mods.
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I’m enjoying all the progress reports. I think that this is a great example of just how a mod should be developed. I’d go as far as to say they’re doing a far better job of selling themselves than many corporates can do with financial backing. Very impressed. I’m sure they realise that there will always be questions, but I think they’re doing a good job of not giving too much away in that department. Just enough to wet the appetite.
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Again, great job, Freelancer never looked that nice…and I never waited so much a full conversion of Freelancer
PS : Voted
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Beetle-Crash wrote:
Again, great job, Freelancer never looked that nice…and I never waited so much a full conversion of FreelancerPS : Voted
Thank you and double thank you for the vote!!