Release: Advanced Renderer v. 1.1 beta 1
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I finished beta 2.1: Download beta 2.1
The focus was mainly rendering bugs / improvements.
Changes are:- Fixed rendering bugs with old lighting (affects also starspheres etc.)
- Made old lighting very similar to FL lighting (including cubemaps)
- Had a nice idea for nebula ambient lighting. It now is complete PBR lighting
- Added option to enable point lights for new lighting. Make sure to remove e.g fake planet reflection point lights from FL system inis before enabling it (will look weird, since planets are like suns then). To enable it, set EnablePointLights=1 in config.cfg.
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Well this is a surprise, still slaving away after all these years Schmack. Well done.
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Thanks Will continue and currently working on the next features (this time the focus is helping modders).
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@Schmackbolzen Always just nice now and then to see what names are still around doing stuff, happy to see you’re one of them. Take care man, look forward to checking this out sometime.
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I finished beta 2.2: Download beta 2.2
Example video: FLAR beta 2.2.mp4
The focus was mainly helping modders and smaller improvements.
Changes are:
- Added additional developer options window which allows you to reload textures within “FLARDATA\Textures” folder, reload shader, reload “materials.json” file, edit materials live and save the changes (see video for details)
- Screenshots are now saved as PNG
- Existing keyboard hook will now be recognized and handled accordingly (meaning no crash anymore)
- Offset hack for low resolution texture problem on some PCs is now applied on startup
- Minor shader cleanup
Note: Texture preview for non power of two texture sizes does currently not work, as the GUI I use does not support it (will fix it later)
To use the new developer options window you have to add the additional key bind “USER_RADAR” the same way as I described for the settings window in my first post.
@Timmy51m Thanks Let me know what you think once you checked it out!
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Great. I hope this fixes the lighting / shadow bug on faces (Windows 10/11) since it’s per pixel not per vertex anymore. I just wonder, if there is a texture pack for all the PBR textures (normal, roughness, etc). Otherwsie it looks flat and weird sometimes.
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There are no textures, so you have to create them on your own.
How to create them highly depends on what you want to achieve. Quick and dirty guides on PBR texture creation can be easily found on google search. Quality of course won’t be perfect using anything that just does mass convert textures, especially since the source material often needs some upscaling first (not always). There also are going to be some texture name conflicts that need to be resolved first. Schmackbolzen shared info about the required texture types in the first post.I’ve so far created ~3000 PBR textures for my mod (so far) and the best approach in my eyes was to create the textures one at a time and tweak settings until the 3d models (all of them tested) looked good in a standard lighting environment.
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I think it would be possible to provide the normal map, roughness map, etc converted from the original textures. I don’t think this would violate copyright. I have no idea where the textures are. I’m not deep in modding Freelancer. Otherwise I would craft a tool which iterates through all textures and generate the PBR texture variants automatically. It’s maybe not as perfect as handcrafted, but maybe better than no PBR texture which results in flat weird reflective surfaces. We could also share the textures. Not sure how many textures exists. But I think this would done quickly if the community is big enough. What tools are you using to extract the original textures to convert into PBR (normal, roughness, etc)?
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Sure, you can do that.
I am curious. Based on what would an automatic tool decide how reflective a surface is… if reflective at all. How does it decide if a surface is metal, plastic, skin, cloth or a rock?
In many cases it is not even required to create a full set of PBR textures since the new renderer has settings for that if the texture does not require to have different levels of reflectivity. But again… the question is what texture needs which treatment?
If you apply the same settings for everything the results might look nice in one area and terribly wrong in others.
However, maybe you figure out something that fits everywhere or requires just some tweaking later on. You can give it a try. The textures easily can be extracted using the UTF editor Schmackbolzen linked. Same tool is required to make the 3d models compatible with the new renderer.
Maybe one thing worth to mention… not all objects in FL fully use all of the new render features. e.g. static asteroids don’t, most stuff on bases also don’t, detailmaps/tilemaps IIRC also don’t. -
I finished version 1.1 beta 1: Download
Preview image:
Example video: Link
This version got a lot larger than originally planned. The renderer now supports clustered shading which allows for thousands of point lights. I plan to extend this for spot lights as well in the future. Note that performance will degrade the more lights have overlapping ranges.
I also added the option to replace those fake lights from FL with real point lights and a much better glow effect using real sphere geometry and PBR bloom. The range of such a point light is three times the glow size. The size of the sphere is the bulb size. You can find those values in DATA\EQUIPMENT\light_equip.ini.
Additionally I implemented automatic camera exposure (was needed, because the scenes are now darker because of all the other fixes). This is an early version and probably will need some more improvements. But it is quite usable already.
There have been many internal changes (more reversed stuff, optimizations and bug fixes, some rewrites (I even wrote test cases for verification (!)), etc.), which will be very helpful for future versions. For that reason I decided to increase the version number to 1.1.
Because of all the changes the graphics again look a lot better than before (you should notice it especially when comparing with older versions).
As always I am looking forward to your feedback
List of changes:
- Added clustered shading which allows thousands of point lights (will hopefully be extended to spot lights later on)
- Added option to replace fake lights from FL with real point lights
- Added much better glow effect when replacing fake lights with real lights using sphere geometry and PBR bloom
- Added automatic camera exposure (early version for testing)
- Added the option to use precise SRGB colour conversion which improves colours a lot (for transparency this is now always enabled since it caused wrong colours)
- Special lights e.g. from explosions etc. are now recognized and will be used automatically
- Many internal changes which will be helping a lot in future versions (e.g. used material types etc. are now known)
- When using glass materials without textures glass PBR settings are now applied automatically
- Improved appearance of light scattering
- Light range is now more similar to original FL light range (was too bright previously)
- Various optimizations and bug fixes
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Good stuff. Looks nice in the video. Thanks for continuing to work on this, much appreciated.
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I did a short test and it is indeed a big improvement over the last version.
The replace fake lights is really nice and adds much more detail to the game. There seem to be a few minor issues that I notices (such as dock lights being way too big and some other lights on the contrary even disappearing) but I guess that is a matter of what settings the lights use. I am a bit short on time lately but will take a close look at later.´
The clustered shading itself is extremely good compared to the previous version. Lights and reflections fit much better now. Just the fake light replacement in some cases feels a bit strange… but like I said… probably just a matter of creating correct settings for it.The SRGB color Conversation looks perfect the way it is. Much more realistic.
The automatic camera exposure indeed helps with the darker scenes, especially on some decks and bars. In some cases it maybe felt a bit too bright already but maybe I just simply got used to the darker look.
A problem maybe is the exposure in space when it switches from bright to dark environment. e.g. when looking at a bright planet surface/atmosphere and then tilting the ship away to a dark starsphere.
The exposure transition is too abrupt and feels a bit disturbing (almost buggy). Maybe a longer fade time would help here.Also during my test I stumbled over a some very weird lighting issues in an asteroid field. I am not sure if this is new in 1.1 beta 1 or if this existed before. I’ll make a video next week so you can see what I mean. Maybe something that needs to be fixed, maybe just simple something that needs to be changed on my end.