New Renderer (OpenGL 3.3)
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Ah! Understood! Good luck! The fight will be so long that brains will go on fire!
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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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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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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! -
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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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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I noticed it on the ku battleship vid too! Love it too!
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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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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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you are right
it looks better than ever before -
@eigos: They just lie in a folder and if the texture from a mat file is being loaded has a file with the same filename in it (e.g. “STADTL1_256.tga.dds” ) this one is loaded. Same applies to normal and ambient occlusion maps plus any future maps I might add (each have an own folder). I don’t know which material is being used, yet.
Actually I am quite surprised how well it looks now. Had some small ideas and the combination of them plus some rendering fixes really work well. E.g. I was not expecting how well it works here (apart from the rocks): http://www.flnu.net/downloads/fl1510.png
Today I finally was able to fix the fake lights in nebulas (fog did not work), so here is a video: http://www.flnu.net/downloads/fl1510neb.mp4
There is still some work left, but we are getting closer
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Just boring stuff. Tested window management and OpenGL context creation with SDL2, but sadly the event processing breaks the controls. Plus it does not fix the wrong resolution in fullscreen mode (since FL manages the window, something seems to break there). Also I had to patch SDL2 to make it use an existing window with OpenGL.
I also did some further clean up and optimizations. On my NV 970m it is now nearly about 1,5 times faster as the original d3d8 renderer (with disabled shadows), but on my AMD RX480 the d3d8 renderer is faster. So either a driver problem or I am doing something wrong / something the driver does not like. Not much left I can do, though, since I have not that much control about how FL renders things. Sadly weapons fire also seems to impact FPS (on AMD). This is something I need to investigate further. I tested the newer OpenGL debug callback functionality, but neither on AMD nor on NV this helped.
Shadows also seem to impact the FPS a lot, but not when generating the maps, but when using them in the shaders. So I’ll have to investigate whether this is normal or not. Could be a fillrate problem, though. The scenes I am testing with have a lot of overdraw, since FL renders back to front and there a hundreds of objects. A z-prepass could help here.
I also have been working on getting the TB vectors generated like presented here: http://crytek.com/cryengine/presentations/triangle-mesh-tangent-space-calculation (there is existing c++ code but I need to adapt it to the UTF Editor code in c#).
As you can see, nothing of interest for the normal user (who doesn’t understand anything of the above anyway). I will post progress here when I have to show something new
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Schmackbolzen wrote:
I also have been working on getting the TB vectors generated like presented here: http://crytek.com/cryengine/presentations/triangle-mesh-tangent-space-calculation (there is existing c++ code but I need to adapt it to the UTF Editor code in c#).
As you can see, nothing of interest for the normal user (who doesn’t understand anything of the above anyway). I will post progress here when I have to show something new
Maybe you find this interesting: http://forge.the-starport.net/projects/utfeditor/repository/revisions/35/diff/UTFEditor/UTFForm.cs
(we also had to add tangent/binormal data for our normal maps etc. in Freeworlds)Or do you use the tangent data as provided by the UTF editor? Is it faulty?