Sorry for the late response, may I can show you when I got everything to help explain this better:
https://ibb.co/0tcz1TM
https://ibb.co/BqNQVd2
https://ibb.co/zPK2MRZ
https://ibb.co/wLkh42P
so the normals are coverted correctly, in correct folder, override textures as well, but only get the one editor to come up on screen. Nothing else was added or changed. Any ideas? Also added binomal data from utf
Alucard_01
Posts
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Still nothing showing up. I’m not sure it’s looking in the right folders. Am I supposed to enter the names in the materials file? (json) And what do I add?
{
“TextureNames”: [
“tree_64.tga”,“Sprauge_Grass.tga”
],
“Roughness” : 0.2,
“Metalness” : 0.1
},I’m guessing this tells what files to look at, but am not sure how to code for the other folder i.e Height, normal, etc.
Or am I wrong?
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OP, ok ill just use the normal textures and not use the lz4. Could you screenshot a few of your files to see if mine match? Because mine do not show up under the texture modifier in game.
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Also I am using the UTF from here to add tangent/bionormal data.
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Two questions, as I am having difficulty to get them to work. I’ve started moving all textures to the Texture override folder, normals, etc, to the corresponding folders. But when I try and edit them, they dont show up. Even using lz4 files. Also, when setting the lighting, when I hit save setting, they only save for the time I’m in game. As soon as I resatrt FL, they all revert back default. Am I missing something? Sprry if these have been addressed already, thanks.
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Josbyte, could you make a tutorial on how you go about using this feature or at least how you use it?
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I’ll mess with adoxa’s tool this weekend. I do understand some of treewyrm’s documentation and see what i can come up with. I know your more focused on your opengl project, but I am hoping you and skotty do continue on this as I do believe you have more then myself hoping for a beta. Many thanks on what you guys have come up with so far, cheers.
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If I could, what needs work? My knowledge on scripting code is nill to none, but I am willing to learn. Maybe point me in the right direction to start, as I do like to learn new things. Then maybe, just maybe give a hand after learning.
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Understandable, I’ve been alpha cloning on Eve lol. I don’t find it as pop in and have fun like freelancer. I hope you do find some motivation for this, as like I said I’m looking forward to it. If you need testers for it, I will give it some testing.
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Schmackbolzen, any update? I know your working on your opengl, just wondering if this has been put on back burner for now? I am still looking to test this out
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I’ve been diging in old sdk1.3, I see in the keymap ini file there are a ton of commands not actice/used. How do I reactivate them? i.e. these types of commands:
[KeyCmd]
nickname = DBG_CONSOLE
state = keydown
key = 192[KeyCmd]
nickname = DBG_OPTIONS
state = keydown
key = 120, ALTAlso further don in the ini file there are these:
[KeyMap]
nickname = IDR_ALWAYS_PRESENT < whats this mean?
key = USER_YES
key = USER_NO
key = USER_CANCEL
key = USER_ENTER
key = USER_FULLSCREEN
key = USER_SCREEN_SHOT
key = USER_PAUSE
key = USER_DISPLAY_LAST_OBJECTIVE
key = USER_STORY_STAR
key = USER_NAV_MAP
key = USER_INVENTORY
key = USER_PLAYER_STATS
key = USER_HELP
key = USER_CHAT_WINDOW
key = USER_GROUP_WINDOW
key = USER_CHAT
key = DBG_NAVMAP_TELEPORT < are the following DBG use-able?
key = DBG_NAVMAP_DRAW_ZONES
key = DBG_NAVMAP_DRAW_SHIPS
key = DBG_NAVMAP_SHOW_ALL
key = DBG_OPTIONS
key = DBG_TEXTURES
key = DBG_INTERFACE_VIEW
key = DBG_CONSOLE
key = DBG_FPS
key = DBG_FPS_GRAPH
key = DBG_SHOW_MISSION
key = DBG_DESTROY_TARGET
key = USER_SAVE_GAME[KeyMap]
nickname = IDR_GAMEFLOW[KeyMap]
nickname = IDR_SPACE
key = USER_MANEUVER_FREE_FLIGHT
key = USER_MANEUVER_GOTO
key = USER_MANEUVER_DOCK
key = USER_MANEUVER_FORMATION < I’m guessing this is where to start with a orbit option
key = USER_CRUISE
key = USER_MANEUVER_ENGINEKILL
key = USER_MANEUVER_BRAKE_REVERSE
key = USER_AFTERBURN
key = USER_MANEUVER_SLIDE_EVADE_LEFT
key = USER_MANEUVER_SLIDE_EVADE_RIGHT
key = USER_NAV_MAP
key = USER_STATUS
key = USER_TARGET
key = USER_REARVIEW_CAMERA_MODE
key = USER_MINIMIZE_HUD
key = USER_CLOSEST_ENEMY
key = USER_CLEAR_TARGET
key = USER_PREV_OBJECT
key = USER_NEXT_OBJECT
key = USER_GROUP_INVITE
key = USER_TRADE_REQUEST
key = DBG_INFO < are the following DBG use-able?
key = DBG_INFO_2
key = DBG_AI_TOOLThere are a few others that I’m looking at as well:
key = USER_AUTO_TURRET
key = USER_CHASE_CAMERA_MODEAnyone dive into this stuff before? Any answers?
Thanks,
Al
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I’m trying to wrap my head around making a orbit option/icon/scaleable size etc. I’m thinking may have to do with formations. Anyone have tried this? Or point me in the right direction? I don’t think a hack is needed, but maybe due to size adjusting orbit range etc. Basically what to see if there is a way to do it like Eve Online, well kinda.
Cheers,
Al -
Does opengl allow you to bypass the 8 light limit cap as Friendlyfire said that there is? How taxing is opengl on the game engine? i.e. stuttering, fps, etc? As for post processing, what kind of impact will that apply to the engine. From what I have seen in newer games it lowers the fps i.e. Guild Wars 2. With it on, it lowers fps, off the fps increase. Granted GW2 is poorly opitmized.
On a different note, does anyone else get this message when they try to make a post:
Invalid submission. You could have exceeded session time. Please re-submit or make a backup of your post and login to resubmit if necessary.
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Cool beans, but what I meant was does the shadowing affect everything? Like if your in front of a planet, asteroid, other ships, jump gate, etc.
And what I meant by directional lighting was this:
I’m guessing there is some kind of atmospheric lighting causing everything in system to be lit up on all sides, like this: (picture is big, so I linked it)
http://indus3.org/wp-content/uploads/2014/01/No-fog-vs-atmospheric-light-scattering.jpg
This was a good read, don’t know if you would be interested:
http://indus3.org/atmospheric-effects-in-games/#.V_pxgfkrKM8
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Your last video was great, but left me with a few questions. Does it affect everything globally? i.e. asteroids, planets, etc. (the shadowing) Looks like you could do god rays if so. Have you imported anything with bump maps and spec maps? If so, how does it read them, meaning from the texture file. Did you have to make a different node for them in the mat file? How many light sources is the bump map affected by? Last, in the video at 0:05 when you dimmed it all the way down, can that been done just to the side facing away from the the light source, giving a realistic light effect? Just so only light maps are seen, not the stations textures.
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Hello gents,
Been awhile since I been here. Good to see you guys are still running this. Sadly my old hotmail account doesn’t seem to accept emails from here. Just been slowly checking up on things, seen a few very good developments, like Schmackbolzen’s open gl (looks great btw), FW: TOW sun effect (awesome), and also Schmackbolzen’s ale editor program (which I am very intrigued about. Sad though to see the server play list so bleak, with such few players. (disco seems ok though) Ah I remember the good ole days with Freelancer. Kinda makes me want to start modeling and texuring again, we’ll see.
Cheer’s
Alucard
Release: Advanced Renderer v. 1.1 beta 1
Release: Advanced Renderer v. 1.1 beta 1
Release: Advanced Renderer v. 1.1 beta 1
Release: Advanced Renderer v. 1.1 beta 1
Release: Advanced Renderer v. 1.1 beta 1
Convex Hull V-HACD
[WIP] Ale Effect Editor
[WIP] Ale Effect Editor
[WIP] Ale Effect Editor
[WIP] Ale Effect Editor
Orbit option
Orbit option
New Renderer (OpenGL 3.3)
New Renderer (OpenGL 3.3)
New Renderer (OpenGL 3.3)
Stopping by….