Soft Particles, Dynamic Lighting and DX9 wonderfulness in FW:ToW
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Looks awesome
Soā¦ when do we get to play with it though? Seriouslyā¦ i fell very teased right now, lolz
nice to have a team 'eh
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Excellent work indeed!
On a side note, could you post some of the articles you used to get the deferred rendering to work?
BTW, voted for this modā¦
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Thanks for the kind words, fellas (and votes :)). Itās all W0dk4ās coding genius and FFs beautiful effects! Theyāve made the graphics in this game really pop from the screen.
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TheDvDMan wrote:
Awsome! I saw it also in Crossfire.
BTW how is it done? With some C editing?This has nothing to do with Crossfire. Crossfire does have lights on some weapon effects IIRC, however they are also bound to the old way of FLās bugged lighting rendering system.
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LancerSolurus wrote:
Excellent work indeed!On a side note, could you post some of the articles you used to get the deferred rendering to work?
BTW, voted for this modā¦
Hey LS,
actually I couldnt really find a ātutorialā like article about deferred renderingā¦ I basically browsed through the internet and learned by doing.
http://www.gamedev.net/community/forums/topic.asp?topic_id=424979
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&reply_id=3432126
http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
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The plugin will be released some time after FWToW is itself released. Then just about everyone will be free to include it in their own mod
And just so you understand the difference, this can run 1000 lights simultaneously (thereās no limit, but weāve only tested up to about a thousand so far). FL, by default, can run 4.
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FriendlyFire wrote:
The plugin will be released some time after FWToW is itself released. Then just about everyone will be free to include it in their own modAnd just so you understand the difference, this can run 1000 lights simultaneously (thereās no limit, but weāve only tested up to about a thousand so far). FL, by default, can run 4.
plugin? Ahahaha, my guess is right!
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FriendlyFire wrote:
The plugin will be released some time after FWToW is itself released. Then just about everyone will be free to include it in their own modAnd just so you understand the difference, this can run 1000 lights simultaneously (thereās no limit, but weāve only tested up to about a thousand so far). FL, by default, can run 4.
To be a bit more precise, this can run infinite lights per object (or lets say, per pixel), whereas FL is restricted to 4
The other advantage is that no lights need to get culled, which is FLās main problem: It culls lights not by distance, but rather by some other method, like first come, first serve. This results in bugged lighting quickly when there are more than 4 lights per object (i.e. on a Star Destroyer).
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Nice being able to see everything coming together a little at a time, whatās cool about this in particular, is that it also clearly demonstrates whatās missing from freelancer, things that I wouldnāt have been aware of without seeing this. I probably would have just played it after release and thought, wow, this looks different, but wouldnāt have been able to fathom why. You make a great team guys.
I have a question about the plugin that you might eventually release. When you say plugin, do you mean something that will just get dropped into the EXE folder and work with no necessary tweaking? As in it could just be applied to vanilla freelancer and make a noticeable difference like we see in your deferred lighting video.