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There are currently 25 users playing Freelancer on 39 servers.
August. 17, 2017
The Starport Forum Index > All Posts (Schmackbolzen)

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Re: Windows 7 64-bit Freeze/Hang
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Could be a failing graphics chip or something else of your hardware. If you have nothing else changed it might be it. Also check your temperatures, if they get to hot this might also be it.

Posted on: 8/14 20:46
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Re: Freelancer soundtrack remaster.
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I know that the trebles are not that powerful, because I did not like the sound of it when I increased them too much. So there is only minimal gain in all the tracks I processed. Maybe it is a matter of taste or you find a way to make it not sound so bad
I am curious with what solution you'll come up with and how it will sound in the end, that is for sure!

Posted on: 8/13 22:09
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Re: Freelancer soundtrack remaster.
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@Freestalker: Don't worry, I won't take it personal and as I already stated I appreciate your enthusiasm Also having my own projects I understand how you feel about this.
I just wanted to give some constructive criticism and thought the best way to do that is to let you listen to how I think it should sound. Also I have never done this before, so it was quite fun and a nice diversion But don't be surprised: Audio processing is very similar to image processing, so I have all the theoretical background which is needed, plus my minor is analog and digital electronics, that also helps a lot

@Bolte: Glad you like them! Here is another one, but I don't think I will do more as it is rather tedious (also this one has really strange original mixing, which made it more difficult): Link . Maybe if I get specific requests and if I also like the track I will give it another try.

In general I listen to a track the next day before I decide whether it is good enough, since I found, like with most of your own stuff, it helps to get some distance to it and evaluate it with a fresh mindset. This is how I usually get the best results.

Posted on: 8/13 10:36
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Re: Freelancer soundtrack remaster.
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I wasn't quite satisfied with the sound, so here is my take on it: Link

I used my hearing to correct the bass, mid-tones and trebles for each file individually. My goal was to get a rather clean sound. I realize this is a matter of opinion

Also I only have a Sennheiser PC161 headset, but I used my X-FI Titanium HD in audio creation mode with bit-matched playback and ASIO driver for listening to get as close to the original sound as I could.

This is a rather slow process but if you guys like it I can do more. Maybe it at least inspires you


Posted on: 8/11 22:08
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Re: Freelancer soundtrack remaster.
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In my case I currently don't have much time plus want to give you a proper opinion. So it will take a few days to listen to it. Also many people don't have that well trained ears. I can tell you whether a music file was lossy compressed and usually also which compression was chosen (if it is one of the common used ones), but most people will not hear a difference.

Currently I am not decided, because you seem to be in between the mp3 compressed files and the cd sound track. Will take some time to decide.

Posted on: 8/10 13:36
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Re: Freelancer soundtrack remaster.
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I have taken some time to listen and compare both and believe in the original version the filtering is intended to create a certain atmosphere. If you listen to the different regions, there is quite a difference how it sounds. So I personally find your remaster worse, because e.g. for Bretonia it doesn't sound as grim anymore.

If I am right that doesn't mean the whole idea is bad, but maybe we need a different approach. I also really appreciate your enthusiasm, so don't get me wrong

Also maybe you can explain what exactly you are doing. For a remaster I would have assumed that you need all the channels for each instrument to adapt the mixing. Since you don't have that it is probably much harder to get good results, right?

Posted on: 8/6 9:30
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Re: OpenGL Rendering
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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.

Posted on: 7/25 10:51
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Re: What is meant by MGS in FLSpew
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It just looks more like a subcategory (namespace or class). But it's just a guess anyway.

Posted on: 7/25 10:03
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Re: What is meant by MGS in FLSpew
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This already was in the first link from Freestalker.fr and I think it does not make much sense.

Posted on: 7/24 17:39
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Re: What is meant by MGS in FLSpew
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Since it looks like it was chosen by the developers it could be something simple like "Main Graphics System", but this is just a guess.

Posted on: 7/20 9:48
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Re: OpenGL Rendering
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Yeah, pm is better. I am currently learning for an exam next week so not much time either.

Posted on: 7/18 19:44
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Re: OpenGL Rendering
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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.

Posted on: 7/14 18:06
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Re: OpenGL Rendering
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Ah I see, but it's just from the normal shadow rendering. So nothing new here The new technique should only create sharper edges and a larger shadowed area (it's quite limited right now).

I was referring to the math in the same article, but if you are familiar with all those expressions here is a nice article which goes into more detail: http://renderwonk.com/publications/s2 ... ading_hoffman_a_notes.pdf

Regarding the maps: The names are a little bit problematic because often e.g. the name bump map is used for a normal map but there are also the old dot3 bump maps (which are greyscale). So to prevent misunderstandings you always have to make sure what map the author exactly is meaning with the name. Glossiness and roughness map can also be the same because 1-roughness is usually glossiness. But there also is specularity, which can be converted to glossiness etc., which again depends on your lighting formula. So you really have to pay attention.

It makes sense to mix height and normal maps because then you can put all the fine details onto the normal map and the real visible height difference go into the height map. (This is how I do it plus the normal maps are a variation of valve's ssbump maps so that they have self shadowing baked in using the appropriate height map). I will explain all the maps I use when the wrapper gets released (there might still be changes until then).

Usually I test the specific map and if the benefit is not high enough I don't use it. But I am open for suggestions, even after the release.

Posted on: 7/14 11:35
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Re: OpenGL Rendering
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There is quite a lot material out there e.g. https://learnopengl.com/#!PBR/Theory in the end there are some maps mentioned (I don't have implemented all of them and there are a lot more possible maps). Currently I calculate the roughness from the luminance of the diffuse map in the shader, if there is no existing roughness map. You're probably not interested in the math part, but there is also other interesting stuff in the article.

Keep in mind that there is not "the" rendering technique. My solution is also a variation of different techniques combined, which is not unusual.

Regarding the material values: I think that I can create a program with a preview ( I already have a renderer which can load the cmp and mat files etc.). But its possible that I postpone that for after the release of the wrapper.

Btw. shadows have been there quite early and it is also one of the last things on my list: I want to exchange them for a better shadow rendering technique.

Posted on: 7/13 15:25
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Re: OpenGL Rendering
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Hehe, I know I am teasing you, but here are two more videos where I really liked the look:
http://www.flnu.net/downloads/fl12072.mp4
Here this model is not modified, meaning only diffuse maps:
http://www.flnu.net/downloads/fl1207.mp4

Regarding the specularity: Since this is partially a PBR renderer, you have a BRDF and thus a roughness and metalness parameter for each material (also there will be some more like specular intensity for the environment maps). Currently I only know which model and texture is being rendered, so until we reverse more there will be a file where you can set all these values for each texture name (the names are taken from the .mat etc. utf nodes). I will try to make it not a pain to edit and preview those values

Posted on: 7/12 23:37
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