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New Renderer (OpenGL 3.3)

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #160

    Edited last post.

    It’s more physic than maths. It looks like my CPGE cours (Cours Préparatoire aux Grandes Ecoles to become an engineer via an engineer school not via a master, if I had 1 or 2 years more to learn what I had to learn it should have been better but I can’t redo the past…:( ) but here it’s optic and I like this so it shouldn’t be too hard to read.

    I know the difference between bump and nrm, I already noticed that there is some misconception about these terms.
    I walked around textures in games DS1 and Nexus TJI and every time alpha channel was used for a specific map and I tried to extract those alpha channel and that was not so difficult to do via Paint.net and its channel mixer.
    So we can use every maps for a different task that they were intended to be used. e.g. in DS1 they use the “normal map” to make alter color appearance.

    I’ve an idea! Mix nrm and height maps in one file and use the alpha channel to mix them, like this it should drastically reduce the files number and also reduce the amount of space used by the wrapper.

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  • S Offline
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    Schmackbolzen
    wrote on global:last_edited_by,
    #161

    Actually, I already compress the normal maps with ATI2N format and the height maps have ATI1N. So it is the smallest it can get. But you’re right you could use maps for different purpose, as long as the texture compression doesn’t stand in the way.

    I see that you have some knowledge about the topic and especially the mathematic background (which is good). Of course it is more physics, but the used tool is mathematics 🙂 Maybe once it is released you can try to experiment with the shader code of the wrapper to test different lighting models out, if you are into that stuff. There might be even a better looking one than I use now.

    Also there are emissive maps: FL uses them, so they are availlable.

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #162

    I’ve begun to read the cours about light.

    To summary the more homogeneous in refraction a medium is, the less it scatter. Also the more complex light transmission is, the more absorption is. (a+jb : 0+100j = 100 (cos90° + j sin90°) = 100 (cos(pi/2) + j sin(pi/2)) = full absorbtion of a wavlenght?) There is also integrals to do with an interval from 400 to 700 nm I think.
    The less rough a surface is, the more it’s reflective and the more rough a surface is, the less it’s reflective and it become as dull as diffuse map.

    [Edited grammar and translation mistakes]

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #163

    We should talk about it via PM, it could be better and it would not flood the topic. If I did not understand something it would be better to do it.

    I haven’t finished to read your documents so I should have been wrong with some concepts. 😉

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  • S Offline
    S Offline
    Schmackbolzen
    wrote on global:last_edited_by,
    #164

    Yeah, pm is better. I am currently learning for an exam next week so not much time either.

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #165

    Ah! Understood! Good luck! The fight will be so long that brains will go on fire!

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  • B Offline
    B Offline
    Blake00
    wrote on global:last_edited_by,
    #166

    Just wanted to say your work is truly incredible… been drooling over all your videos and pictures. Amazing stuff! 🙂

    I’m also very curious to see what your rendering effects have done to interior locations eg the various moody space & planet bars? When I think of the bars & shops on the Bretonia, Rheinland & Kusari homeworlds there’s lots of interesting light sources and a few moving objects creating all sorts of interesting light & shadow effect opportunities. Plus you’re a lot closer to the low res textures so FL really shows it’s age here…

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  • B Offline
    B Offline
    Bolte
    wrote on global:last_edited_by,
    #167

    Yep, awesome work.
    I will keep an eye on this 🙂

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  • S Offline
    S Offline
    Schmackbolzen
    wrote on global:last_edited_by,
    #168

    Thanks guys for the kind words! This really helps to stay motivated 🙂

    The interiors look a little bit better (because of the improved lighting etc), but I have not yet processed any of the textures (I wrote some posts back what I do with them). Also, since there is no material system yet and I treat everything as metal, all the characters look like they are made of metal (which gave me quite a laugh in the beginning ;)). This is the reason why I didn’t show any pictures yet, it’s just not worth it at the moment.

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  • B Offline
    B Offline
    Bolte
    wrote on global:last_edited_by,
    #169

    I bet to differ, every character looking like metal would be quite entertaining and totally worth it 😄

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #170

    They are gonna go like sorta boozed metal music fans. (Just hearing Alestorm at the same time writing this post XD) Epic joke with epic music!
    :pint:
    More seriously, like Bolt, I would like to see this. It would be kinda fun!

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  • B Offline
    B Offline
    Blake00
    wrote on global:last_edited_by,
    #171

    haha I see. Oh well at least the robot planet bar will look great 😛

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #172

    Yep… indeed! And I have some ideas how making HD textures, heightmaps and normal maps of the planets. But it is a quite long task to do, so I must find some peoples who want to take an eye on this project. For me, the best way is to delegate the work between 3 or 4 people, where I’m one of them. I’ve already thought about how to make height using GIMP. And we have not to forget that some room shadows were insert on the texture, so we should take care about that. Or else rework lighting in the rooms via thn and the wrapper.

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  • B Offline
    B Offline
    Blake00
    wrote on global:last_edited_by,
    #173

    I hope some talented folks offer you that help!

    http://www.flnu.net/downloads/fl0807.mp4
    I love in this video how the bottom of the station reflects the orange nebula.

    I’m a big player the X series games and one of my most fondest memories was the first time I started up X3 Reunion in 2007 and was flying around the Argon home system and was stunned to see the planet and moon reflecting off the metallic space stations and ships! I remember thinking “we’ve entered a new era of realistic looking space games… if only Freelancer had come out in this era”. Schmackbolzen’s mod is making that dream a reality! 🙂

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  • F Offline
    F Offline
    Freestalker.fr Historic Supporter
    wrote on global:last_edited_by,
    #174

    I noticed it on the ku battleship vid too! Love it too!

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  • K Offline
    K Offline
    Kazinsal
    wrote on global:last_edited_by,
    #175

    This is making me want to get back into Freelancer modding. I didn’t think anything could do that. Very good work all around, Schmack.

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  • E Offline
    E Offline
    eigos
    wrote on global:last_edited_by,
    #176

    Any progress or news?

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  • S Offline
    S Offline
    Schmackbolzen
    wrote on global:last_edited_by,
    #177

    I had to learn for another exam more than I thought (was for my minor in microelectronics) and after that I took a break. Freestalker has started to help me out with height maps, so I hope this will save me some time. I will get back working on this in the next week I guess. As always I have gotten some new ideas and perspective after taking a break, so I hope this will help me improving it further and find the last remaining bugs 🙂

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  • S Offline
    S Offline
    Schmackbolzen
    wrote on global:last_edited_by,
    #178

    Alright, I managed to fix lots of rendering issues and also completely changed the pipeline for upscaling the textures. Additionally I redid some of the height maps. You can see a video here: http://www.flnu.net/downloads/fl1410.mp4 I think it never did look that good before.
    Btw. sorry for the stuttering. I was testing OBS studio with HEVC hardware encoding and there seem to be some issues, since I did not see them in the game.

    For those of you who wanted to see metal - Trent and his friends plus the interiors: http://www.flnu.net/downloads/fl1410int.mp4
    Keep in mind that the textures are the unchanged vanilla ones.

    Also Freestalker and I have been testing how to make new textures: http://www.flnu.net/downloads/flnewtex.png
    But we are not finished, yet.

    As always, feedback is welcome 🙂 It helps me to judge whether I am doing the right things…

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  • E Offline
    E Offline
    eigos
    wrote on global:last_edited_by,
    #179

    Looks even better! I’d like to get my hands on that renderer as soon as possible!~

    Question: the heightmaps, are you putting them into the MAT or are they separate in a folder somewhere? How do you reference them for the renderer to work with it?

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