Best of FL part 2
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I have continued the development of my mod, this is how it proceeds:
I will soon post more shots, but comments and suggestions are already welcome and needed! ;D
PS: Some of the screenshots may look really over-saturated, I’ve taken most of them from extreme situations. Everything - which needs to be seen - can be seen in game (just don’t forget to wear sunglasses ;D joke).
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OMFG
Well they rly look a bit over-saturated but the ideas are fantastic… keep the good work
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Yeah I’ve also had problems when fighting ( ;D), but I came up with the method of actually reducing screen brightness, bloom, and saturation, which happens when you are hit by something hit, or you look into sun or other really bright objects. Thanks for the good comments so far, I will soon post shots about what I’ve said
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just a question…
why is everything that you present “the best of FL”?
ever thought about the posibility that there are mods which have the same or even better stuff?using the statement “the best” implies that everything else is less good… and thats pretty unfair to all other modders in FL
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Post some screens of ships docked / landed with your same effects. It would be good to see what you have done with that.
By the way, I agree with Op, your not creating FL2, your editing the graphics effects in Freelancer. Its best to not set yourself up for a fall.
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a good goal would be to create a good FL mod
but the best does simply not exist and will never exist
True, but its amazing how many people realy enjoy creating a new mod, and develop new things for the community as a whole.
I still believe its a matter of time when people start returning to the community and play FL again, other games are simply not this flexible to create thousands of mods and new experiences. The graphics in FL are now being improved by a lot of people wich makes the game more atracteble for others to return to FL. -
Hey Firekiss,
I’m still pretty new here, also trying to do my best as I work on my mod
I regularly like your ideas with the graphics, but like some of the guys said above, some of them look great, but some are too full on though I look forward to getting the chance to try it for real at some point.
One thing I’d like to say to all - and its something close to my heart here.
I tend to agree with Worfeh, I think people will often come back to FL, dig out their old CDs and try new mods. This means that anything we can do to improve visual and audio experience are important as they’re the obvious hooks (by this I mean in general people are attracted to nicer looking things first).
Some of the work you guys on this board are doing on these are amazing… I’m thinking here you ideas are good some of the effects on the other board (I’m thinking of Why485’s work here in particular) are fantastic.
What I would encourage you all to do is not to forget the gameplay (and I may well be preaching to the converted here) - a lot of mods I’ve played in the past have fallen over at exactly this point, they look great… and a fantastic variety of ships etc. but, when it comes to variety of missions, or the weapon and ship balancing etc they don’t have enough to hold my attention and enthusiasm. For me if the gameplay is good, nice GFX are a bonus.
Keep up the good work everybody ;D
Rik
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Hey Firekiss, are you using ENBSeries, or a custom shader, for the bloom? What Why485 ended up doing with 88 Flak’s bloom shader is configuring is so there’s no BloomConstant - just high BloomPower, BloomCurve, and BloomAdaptionScreenLevel, so that only the specular highlights are bloomed, and dark images are not (blooming the dark is what generates that faded look) - this also gives the clever effect of a fake “eye adaption”, where things (like the sun) when partially on-screen are really bright until you look at them head-on, in which case the whole seen darkens. This also happens in, say, Tau-37, where if you sit inside a hollow station, all the light outside will be really bright until you fly out (examples below):
Inside hollow station, outside light is bright:
http://img.photobucket.com/albums/v521/foxUnit01/88Flak/Bloom/Bloom-EyeAdaptionInside.jpg
Outside hollow station, outside light has dimmed to a viewable level:
http://img.photobucket.com/albums/v521/foxUnit01/88Flak/Bloom/Bloom-EyeAdaptionOutside.jpgAgain, I dunno if you use ENBSeries or your own shader, but a system like that could I think help out with your over-the-top effects. Aside from not being able to see a thing though, it looks like a whole new engine - keep up the good work!