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June. 19, 2013

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[Freelancer Mod News]Updated DX9 Engine for Freelancer
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With phase 1 of the MODDB awards coming to an end, the FW:ToW worked very hard over the past several days to convince you why you should vote for us.

In the past 10 days, we've been putting out image after image of our new DX9 engine and some tweaks that have gone a long way making the game look even better than before. FriendlyFire has been working, even when he should be studying for exams, at making this nearly 10 year old game really shine. Below is some of his work with summary of what he did:

Planets


Quote:
One of the key points was to make planets actually look like planets and not foggy, blurry spheres. In order to do this, we scrapped the old-style Freelancer atmospheres and implemented a custom atmosphere shader which reacts dynamically to the lighting and viewing angle, after which we implemented normal and specular mapping support for planets.

Old Version:

New Planet Shaders (Old)


New and Improved:

New Planet Shaders (New)


With this accomplished FF went at work at figuring out how to apply normal, specular and glow mapping to the planets to really make them look even more drop dead gorgeous. The results below speak for themselves!

Kuat Showcase
Kuat Showcase


Glowmapping


Although glowmapping has existed in Freelancer for some time, the glow maps never really "glowed". They were a brighter texture than the others, however there was something missing. FriendlyFire figured out a way to bring this missing piece of the puzzle to the DX9 engine for our mod. Below are the samples of his work:

Quote:
Glow mapping takes certain parts of a texture, usually called the "emissive texture" since it appears to emit light even if it is not illuminated by anything, and blurs them out, reapplying the result on the image. This gives the impression that the emissive texture is much brighter than it would otherwise appear to be.


Old Version

Glow Mapping Implementation

New and Improved:

Glow Mapping Implementation
Nebulon-B Reloaded


Specular Mapping

W0dk4 instituted specular mapping a number of months ago now. However, with that being done, there was still some tweaking to do to get it to really bring our models/textures to life. FriendlyFire again went to work to see what he could...and my lord did he do some excellent work. The video below captures our new and improving specular mapping/lighting:

If you like what you see please don't hesitate to give us a vote for the MODDB awards! We'll be churning out more videos/images over the next few weeks to prove to you why we're one of the best up and coming mods out there!


As always, any comments, suggestions or questions are welcomed!
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Posted on: 2011/12/11 4:57
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer

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Very good work you guys are doing there. I have a question about glow mapping. Is it a function that you turn off and on for all textures or can you apply glow mapping to individual textures?

Posted on: 2011/12/11 7:13
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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Was going to say emissive textures are nothing new as they have always been there, i can't tell from these shots the subtle difference you claim there is. What is impressive however is the specular mapping, very cool indeed.

Posted on: 2011/12/11 7:21
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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the emissive textures are much more advanced than vanilla FL. They cast glow a lot more and can be more detailed.

Posted on: 2011/12/11 10:44
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"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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Quote:

Goulash wrote:
Was going to say emissive textures are nothing new as they have always been there, i can't tell from these shots the subtle difference you claim there is. What is impressive however is the specular mapping, very cool indeed.

So both of the mc80s images have glow maps. In the bottom one there is quite a striking difference with how the light is cast.

Posted on: 2011/12/11 13:01
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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I see what you're doing with those glows and it makes sense, but forgive me for thinking they look a little over done, on that mc80 anyway.

I must have clicked back and forth the two images 1900 x 1200 fifty times just to make sure, but the lighting is just so soft it looks more like the bloom from a star or an engine than an artificial light source. Doubt there's much you can do about it really though.

Now, now FF, I'm just saying, I don't want any trouble!

Posted on: 2011/12/11 20:23
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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I agree with with Timmy about this, looks more like bloom. You're forgetting that on modern gfx cards a number of effects can be forced onto FL, mine looks like it already has DX9 on it sometimes with the effects i have added. What's really missing is the shader support which thankfully you've already added. I'd be careful about going too nuts with this glowmap effect, personally i'd wind it back a bit but that's just my opinion. At least make it scaleable for users.

One other thing i find odd is the reflection of the sun on the planet, it's not a billiard ball, what would the light reflect off of in the first place? The detailing of the texture however is exemplary

Posted on: 2011/12/12 7:47
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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Um... Perhaps water? Just a wild guess.

Posted on: 2011/12/12 18:19
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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Doubtful as atmospherics would reflect the light which is why you won't see this effect in reality and why it doesn't look very good in games. Seen this in many games and it always looks wrong. On stations and ships it's fine, but not on planets. Anyway, make it an option if you can, then people can choose it if they wish.

Posted on: 2011/12/12 21:04
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer

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I think it won't work. What you need on the planets is diffuse reflection not specular.

Are you guys working on clouds for the planets? That would be really nice.

Posted on: 2011/12/12 22:09
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I like it all and can't wait to see how it's all done. Bravo, Freeworld's dev team. +1

Posted on: 2011/12/12 23:25
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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If you don't like it, don't use it guys, but if you want to bring realism in a game about space ships flying at FTL speeds...

Posted on: 2011/12/13 2:53
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer

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Hey FF, is the new mod being released this month because on ModDB it looks like Q1 2012.

I'm going to jump back in to modding when I have my new beast of a PC in 1 or 2 months. Then you can show me all that cool new engine stuff

Posted on: 2011/12/14 13:05
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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Guess what, i'm trying to explain about why CMBR comes to earth today to a guy in a chinese nntp server. Good i will not be bother with that problem in here hehe.

And *Liked*

Posted on: 2011/12/14 14:16
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Sorry for my poor english...
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Re: [Freelancer Mod News]Updated DX9 Engine for Freelancer
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Yeah, we've had to push back the release to Q1 2012 for a variety of reasons.

Posted on: 2011/12/14 20:07
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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