New Renderer (OpenGL 3.3)
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Nope pal. That’s exactly why I msg you. You GET it. What I’ll show you is to NOT bake the texture. What it’s about is using DXT5_NM into the 3D software’s material channels (Normals Map and Displacement set for Sub-Polygon displacement to render a 1024 x 1024 texture directly from the 3D packages renderer into .dds and or .tga files. No resizing, no aliasing, clean sharp lines and no faking the highlights or shadows). The result is exactly what Freelancer uses and that’s a 16, 24 or 32 bit targa or a DXT1 dds file or 3 or 5 depending on what your needs are if your using alpha mats or whatnot. This technique uses the power of your renderer to take the burden off Freelancer’s engine. Why bake when you can make?
And you’re absolutely right about DXT5_NM’s compression artifacts…If you don’t know how to completely bypass the entire issue. Which I do.
As a matter of fact if you use DXT5_NM in that alpha channel as advertised. you’re in SERIOUS trouble.
That’s why the pros know EXACTLY what to do and everybody else DOESN’T. -
And who says that hasn’t already happened?
It’s just when I roll the puppies out it’s going to be in MY mod.
However I’ll probably leave them to the site in my will.
Other that R_dts3 I rendered for the tutorial what you’ve seen on my models (except UberFoker) are pretty much stock Freelancer mats only redone into seamless and such.
I’m really only interested in only that portion on the mats that I intend to use on my models. It’s the process that’s key.
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So here are two videos of the current state after some parameter tuning:
http://www.flnu.net/downloads/fl2901_2.mp4
http://www.flnu.net/downloads/fl2901_3.mp4Most of the bugs are (currently) gone and only small ones are left. Fullscreen is working (although I needed a workaround and will have to revise that later).
What’s left are some tools I need to write and of course polishing. After that I need to decide if I add some more stuff or directly release a first version for testing (which will be in our mod).
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Nice to see you back. Hope your feeling okay now. Think I caught your cold. Great vids. Add Add studio programs to list of software I want to send.
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Hehe it’s better, but still not gone. Needed some distraction.
Since it is more of a stylistic choice I am interested whether people like the different metallic look (if they notice at all). I plan to make a video where I change the parameters via GUI so one can see the impact of all the different ones (which still don’t cover all the cases). Also automatic exposure control is still missing so that would be an additional factor for the visuals later on. If I add bloom this will also impact how it looks.
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I think the latest videos show the best look, cleanest height reflections and a very pleasing metallic feel.
I literally cannot wait to test the looks in your mod and in the back of my mind I hope, after its first release in the New Universe mod, that you’d be willing to share the renderer for other mods to use.
It is fascinating and humbling to see the work you put into it and the quality (you are from Germany after all, where quality is at the forefront of everything). Really great job, that’s all I can say!
P.S. What’s your vision for nomads, how would they look with heightmaps, will they get that organic feel or more like a shiny crystalline exterior?
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Thanks eigos, that kind feedback is really helpful. This way I know I have the same perception as others, because I think exactly the same.
Yeah, I plan to make it available for everyone once it is stable. I want to test it in our mod first because then I can get better error reports from our old playerbase (at least that is what I hope ^^) and react to it with automatic updates. I think the effort for it pays off most if everyone can use it in the end. Also it might extend the life of FL a bit longer.
Also I might be German, but I am also a perfectionist so that probably goes hand in hand
As for the Nomads I prefer a more crystalline look, but I did not start working on them, yet. I have some ideas (as always ;)), though.
@SWAT_OP-R8R: Images are difficult to interpret, so I assume you like it. Although I don’t know what exactly you find good about it
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A picture is worth a thousand words… and when garfield approves something then it must be fine lasagne.
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@Schmack: Nomads definitely need subsurface scattering
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Hi. Back long enough to post a peace offering.
Another 3D forum opened up archives to me I added a few too.Pro Alpha mattes, height maps (one animated .mov map) a few “nomad like” and some textures thanks to the C4D community.
EDIT: Textures and maps now in downloads.
Enjoy.
Examples:
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Less dramatic, more in peaceful repose:
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I have a master thesis to turn in soon and an exam to write next week, so please continue posting those videos
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No. It’s better to use pulsar sounds or planet ambiance samples from Nasa. Let’s remain spatial, those insects noises are so terrestrial.
Here are 7 pulsar sounds
Glory to space percussions, feel the vibrations of the Univers !
Wow I think I’m going too far…
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Hehe, no that was a good one
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I know ! That was just to put a funny cosmic post to bring us from a tiny dimension to a far bigger one. Nothing was serious. Kinda hyperbolic but not serious.
Next time I will send you into another dimension.
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Watching, but busy lately. Liked the ambient noises out there in the galaxy.
Try this one:
It’s got a part 2:
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On the first one Earth sounds like guinea pigs asking for some food.
On the second one Neutron star collision remind me of cartoon SFX or Dihydrogen combustion.
LOL