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GE Demo Videos And Pics

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #35

    Here is a pic of the Antares with a transparent body, click on the image for a full size pic…

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #36

    This is almost a fully working version of the new water shader, specular bump reflection just isn’t quite right yet, this map was built in the in-game editor…

    [wmp=640,480]http://digitalbrilliance.org/Videos/TestWater.wmv[/wmp]

    Right click the link below and ‘save link as’ if you cant view it
    http://digitalbrilliance.org/Videos/TestWater.wmv

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #37

    http://www.youtube.com/watch?v=2hEYtewq1Y8&feature=youtu.be

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  • S Offline
    S Offline
    Sushi Historic Supporter
    wrote on global:last_edited_by,
    #38

    Well done, LS. This is really coming together. Congrats on your achievement through all your hard work.

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  • N Offline
    N Offline
    NeXoSE
    wrote on global:last_edited_by,
    #39

    Yes, it’s looks become a small world. All things comes good now.

    And, nice crystal:D

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    0
  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #40

    Thanks guys, been working on it hard for over a year now. Starting to come together finally 😉

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  • N Offline
    N Offline
    NeXoSE
    wrote on global:last_edited_by,
    #41

    LancerSolurus wrote:
    Thanks guys, been working on it hard for over a year now. Starting to come together finally 😉

    I think it will be worth. You did things nobody here can do, so i think your knowledge will lead you make a big success.

    Now get back to hard work until it really happened 🔨

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #42

    In honor of the 2 year anniversary of the game’s development cycle, I present a new version of what’s being done in the game.

    http://www.youtube.com/watch?v=hyccKWv0uw4&feature=plcp

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  • N Offline
    N Offline
    NeXoSE
    wrote on global:last_edited_by,
    #43

    Hehe, the game looks more pretty, and looks you got lot’s of fun in the development. Good job.

    BTW: Maybe you can release a Small scale Product level Playable demo. This will gives chance to let player play it and get their special experience themself.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #44

    Actually this video is in preparation for the next release. I am in the process of adding in the mission related stuff and building the foundation for the empire related items (HQs, miners, living quarters, populations, etc) so it will most likely be at least another 2 weeks to a month before I post it for download. Also it will be a simple ‘play with it’ type of game, there is no save or load features added since the game is constantly evolving. I had that at one point but it no longer works since so much has changed, this includes even the server code. Once the code has stabilized I will go back and revamp that part of the game.

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  • X Offline
    X Offline
    Xarian_Prime
    wrote on global:last_edited_by,
    #45

    That’s a great idea LS 🙂

    I’m thinking i’ll run it on my spare PC… just sitting there… being a world for a few weeks lol… i’ll look at what available code on my main PC and also look at trying to convert some ships for you 🙂

    once i get my head out of modding X2… i recon im gonna be able to mod almost anything now, something i’d like to give back m8 🙂

    I’ll talk to ya latter’s closer to release.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #46

    Well nice thing is there is plenty of moddability to the game. I didn’t pack away the ini’s in an encrypted format even though that is possible with the script reader. Also I have nearly completed the construction code after 2 days of working on it. Just a few more things to add to it and it will be working the way I want it to.

    I am also looking into adding a day/night cycle for the planetary maps. If I do add it then most likely it will be an excellent addition to the weather system. Especially if I go with the procedurally generated skybox method.

    I will be offering for download soon a .bip file (Max biped file) for those whom wish to make their own characters. All you will need is a pre-rigged char model to attach it to. This file has all of the in-game char animations in it so you can use the pre-existing charanim.ini settings to add your own chars. Changing which char model the player starts with is as simple as editing the config.ini file.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #47

    I have been working on implementing soft shadows into the game and here is the result of 4 days work…as always, click the image for a full size view.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #48

    New city scape model

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  • D Offline
    D Offline
    DwnUndr
    wrote on global:last_edited_by,
    #49

    Very nice work there Lancer 🙂

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    0
  • D Offline
    D Offline
    Dromedary
    wrote on global:last_edited_by,
    #50

    Are your tools for FL available to download anywhere or is anyone hosting them as i can’t find them on your site?

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    0
  • ? Offline
    ? Offline
    A Former User
    wrote on global:last_edited_by,
    #51

    Perfect! Use antialias - it will be better for showcases 🙂

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  • K Offline
    K Offline
    Kuze
    wrote on global:last_edited_by,
    #52

    That cityscape looks awesome.

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    0
  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #53

    Thanks guys, that one was a pain to convert. The UV map didn’t hold properly when converted even though it looked fine in the modeller. Since I already have UV tiling built-in to the engine, it was simply a matter of finding the right values. BTW anti-aliasing is turned on thru the NVidia panel. Since I use render targets it can’t be turned on thru DX. What I see rendered doesn’t have any jaggies but it seems Fraps captures the pics before it’s applied (FXAA)…

    For the tool pack, here is one by Alex

    http://dl.dropbox.com/u/10971457/Freelancer/Digital Brilliance backup.tar.gz

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  • F Offline
    F Offline
    FriendlyFire
    wrote on global:last_edited_by,
    #54

    I’m not sure what you mean by that, LS, but RTs don’t preclude the usage of any form of AA. Freeworlds has built-in AA and we saturate the DX9 RT limit.

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