Librelancer 2022.02
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I’m sort of with Friendly Fire with this one. As much as I’m dealing with UTF lately and using the an editor that can FINALLY drag and drop and other great advances from the first editors, a bit of support for the hard work within the community might be in order.
Otherwise you’re going to end up reinventing a few wheels and if you run into a brick wall on what wheels you are spinning on it will most likely have already been hit and broken through within the group here.Without participation in a large group effort I’d be staring at this page on a real magnifying glass instead of a new page zoom and on a newer virtual keypad that doesn’t suffer typing lags. Jefferson001 is indebted to the efforts of groups. For this small miracle and for tools like the UTF editor.
Just because you think your on a different path you still have the skill to walk. I’ll tell you that walking with a group is whole lot better than walking there on you’re own.
“Design is a collaboration. Trying it on your own is masterbation.” Buckminster Fuller.
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Is the background painting present for daily on you?
Also will get on testing the deadlock issue on Windows. I’ve probably missed a volatile somewhere -
Ichiru wrote:
Is the background painting present for daily on you?No-no, that’s my own attempt to paint something. Kind of learning and was surprised with all that transparency problem in graphics as well as with limited drawcalls; St01 in Discovery 4.89, it contains ~5290 meshes, I’ve made same quantity of DrawIndexed and updates of shader variables: single core loaded upto 90-95%.
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Frustum culling and LODs are absolutely essential to be rendering thousands of objects. For the bushes, they’re DXT1 textures (1-bit alpha cut-out) so you actually need to render them as opaque objects with alpha testing, which will make them ordered by the depth buffer. Otherwise you can do per-vmeshref sorting for transparent objects, which is the approach used by Librelancer.
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If you’re fine with alpha testing, instancing would exactly fit this particular scenario and eliminate virtually all CPU load.
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Fixed the Windows hang on asteroids in daily. Some of the threading code was incorrect.
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@Ichiru, @FriendlyFire
Got it! But well myeah, it’ll take time before I get something reasonable on my own)Ichiru wrote:
Fixed the Windows hang on asteroids in daily. Some of the threading code was incorrect.Thanks, it’s perfect and I finally took a ride around. Space rendering seems fully complete, I’ll only put a couple of noticed things in long-term: https://imgur.com/a/fwN7s (The images have a short description there). Good there is position is displayed to reproduce it one day.
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Okay, instancing worked, but recently I found specific model from Y-Universe combomod: its vms library contains 6150 meshes) And I was instancing by a model, not by a vmesh. One more task to complete cuz that single model is drawn 150 times slower than whole system.
Meanwhile here’s my shader (DirectX 10.1) so far: https://pastebin.com/87JxG1qU
I feel it’s written probably wrong because techniques look like were designed for a kind of object.
And pics in special places https://imgur.com/a/vNHdFxM
Trying to match freelancer’s illumination idea. However currently:
- attenuation (inverse square or whatever square) has not been implemented yet. The Prenta from Omicron Alpha must be greenish all over surface.
- problems with “details” on planets. Currently I get planets either overbright, either overdark, no idea how to mix those dm, dm0, dm1 correctly so i just multiplied them with output by sqrt(2).
- strange Ac parameter that makes final result wrong in various systems. Commenting it fixed everything. May be it’s used in sphere models exclusively…
- stupid transparency. Need sorting, rendering as is now.
Blending starspheres is fine this time. I was getting absolute colors, too, but no idea what been changed to fix it. BlendState Starsphere does all job. Starchart with now Librelancer helped a LOT to dig those “shaders”, and GLSL HLSL are alike.
Forgotten to mention opacity/order glitch in Librelancer: https://i.imgur.com/wI61cMy.png
Meantime Freelancer does not perform two-sided rendering for some reason: https://i.imgur.com/bQugOli.jpg I’ve just noticed!
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Freelancer only does two-sided rendering if the material type ends with “Two” (e.g. DcDtTwo). It’d be wasteful to have two-sided rendering on at all times.
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2018.12 is now released, featuring the new toolkit.
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Win-release: missing sdl2.dll and customized ciumgui.dll for the sake of SystemViewer (reports that igBuildFontAtlas function cannot be found).
Wrong. ok I got it. Both libraries are there, in x64 folder, but I had to copy them to the root of Librelancer for unknown reason. However, cimgui.dll crashes this way: https://i.imgur.com/YKmRAzD.png
(Alright, all libraries from x64 should have been copied to the root. Fixed! Looks like that’s my own problem with dlls resolving, never mind)
Librelancer.Launcher works fine (after installed sdl2 manually). Small report regarding things that actually exists in the engine:
- A/D strafe are flipped! A moves to the right, D to the left.
- Player is spawn on entering new system right behind a gate. Wish move him about +2000m forward and left. Sort of like in the game.
- Selected tradelane is not reflected in Selected Object line(previous printed selection remains).
Can play, but don’t know how to fly off a base after landed)
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The collada support is great news! I was planning export and import tools in the near future. How well does it work?
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I’ll be releasing a point release shortly which will fix a couple of issues that came up (namely me forgetting that SystemViewer needs the x64/x86 boilerplate too). The build will be very similar to the current daily, but the crashing should be a bit more graceful than what it has been in past.
@Schmackbolzen: Given the nature of the collada spec and the fact I have no idea how to work a modelling program, YMMV. It only does geometry for the moment and attempts to create a default material/texture library for the geometry if you let it.
A few people are successfully using the collada importer/exporter in discovery to work with Blender. The output apparently at least opens in all major modelling packages, though importing into LancerEdit you may have to play with your software’s export settings until it works.
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So in general is it possible to map all the properties of a 3db/cmp to collada format (lets assume this direction for simplicity) or is there stuff which is not possible to convert, because the format does not support it?
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I’ve had to make all parts as Fix as I don’t think that quite maps to the collada spec. So basically just the part stuff and the hardpoint data doesn’t carry over. The part/hardpoint editors are reasonably streamlined to help deal with this, though it seems I still have a couple more bugs to work out in them.
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I am using Lanceredit extensively for 5 months now and my pipeline is pretty much set:
1.) make mesh in blender, texture it, export collada, import to lanceredit, export working CMP;
*The DAE export options I use are the default ones (triangulating on export works flawlessly, although mirrored meshes might be better off getting triangulated BEFORE applying the mirror, to keep consistent shading on the tris). I do click on the “sort by object name” option, to make multi-part CMP’s have their parts be sorted by name upon export.
2.) create MAT file (a new method I use is to set Lanceredit to create materials embedded in the CMP, then just grab them and move them to a separate MAT).
**Lanceredit can import any image file format directly and convert it to your desired texture format (DXT1-5 and others), producing incredible quality results.
3.) animate the CMP (I do some of the work in UTF Editor 3, like copy-pasting nodes from my other animated CMPs because its a bit faster with drag/drop).
***Lanceredit can PREVIEW animations (both mesh animations AND texture animations)
4.) make the hardpoints and make use of the “free flight” controls to navigate around the model to see it from any angle I want;
5.) wait for it…. PROFIT!
A big shoutout to Ichiru for making all this possible!
P.S. Did you know you can preview ALE effects and STARSPHERES with Lanceredit? :)))
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Release 2018.12.1 is out, fixing some startup errors and bugs
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@eigos: Thanks for the elaborate explanation! I’ll give this to our modders so they can try it out
For me personally the collada export is helping since I can test out some ideas I had for making old modes look better. Also I was thinking to develop better export and import tools (also open source), since the current ones are not that great. Seems like this might not be necessary, though.
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2019.01 is now released fixing some bugs and improving performance.