[Freelancer Mod News]New Inherent Anti-Aliasing Support for this Star Wars mod for Freelancer!
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Timmy51m wrote:
AA has had a hell of an impact on that ISD, looks like someones taken a grinder to it. Sounds like your toolkit is complete, best of luck bolting it all together!We still have a few more things up our sleeves but now it’s time to lock down this mod to get it out!
Thanks for the kinds words, Timmy!
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That stuff is awesome guys, just like the other work you have done. The things you have done to the game make your mod so much more than just a simple modification; one might rather speak of Freelancer 2 in my opinion.
When the mod is ready I’m definitely gonna play it to enjoy all that awesomeness.Thank you for all the hard work you lot are doing to prolong the lifespan of Freelancer.
Big huge thumbs up for you guys! -
It’s looking very awesome
I however would like to see what it means for other’s though, this is some excellent work… but I’m worried for everyone else (and obviously myself) how much work per .cmp/.mat… is there anything we can do at this stage to offset that workload latter??
I dare not touch anything in my mod for instance, for fear of having to totally rework much of it when the public(ish) version is released…
Sry to not bee all woohoo and all that… but its a legitimate question that been bugging me since you first released this mega news, as a single person team… i like to be prepared
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Xarian_Prime wrote:
It’s looking very awesomeI however would like to see what it means for other’s though, this is some excellent work… but I’m worried for everyone else (and obviously myself) how much work per .cmp/.mat… is there anything we can do at this stage to offset that workload latter??
I dare not touch anything in my mod for instance, for fear of having to totally rework much of it when the public(ish) version is released…
Sry to not bee all woohoo and all that… but its a legitimate question that been bugging me since you first released this mega news, as a single person team… i like to be prepared
That’s a very reasonable concern, Xarian_Prime.
I use the program called crazy bump to make normal and specular maps. This program loads an existing texture, and through using its interface, I can create a normal/specular map in about 1 minute per texture. It’s not as good by doing it by hand, however, but I think the results are definitely good enough. For those people interested, I’ll be doing up a tutorial to show people how to do it upon release.
To add bionomial data to models takes literally one second with the new UTF Editor - this is how you get the normal/specular map to show on the model in FL.
All the other features run pretty much by themselves. FF can answer the question with the dynamic lighting and soft particles. But from what I understand, the implementation was minimal.
Once the DX9 conversion is working in the mod, the work to get all the eye candy your seeing is rather minimal. W0dk4 did the hard part for us
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Is Deffered means Post-Process?
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Looks great!
Can you upload the video to moddb as well please?
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//Watch youtube video even from Germany:
http://7.hidemyass.com/ip-1/encoded/Oi8vd3d3LnlvdXR1YmUuY29tL3dhdGNoP3Y9cmFfMnFuMk1FYXMmZmVhdHVyZT1wbGF5ZXJfZW1iZWRkZWQ%3D&f=norefer -
@Hello: No, deferred is a method of rendering. FL used forward rendering before if I’m not mistaken, which is the more… traditional approach. Deferred lets you do some nifty stuff, though, like having a lot of dynamic lights with very little cost.