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July. 7, 2020
The Starport Forum Index > All Posts (Schmackbolzen)

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Re: ALE Editor Alpha 1 Release
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Yeah, Skotty forgot the events.

You can find the controls in the help menu.

Posted on: 6/14 14:08
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ALE Editor Alpha 1 Release
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After a (very long) wait, we (Skotty and me) finally managed to release the first alpha version of the ALE Editor:
Open in new window

It is still in a very early stage, but feel free to play with it and report bugs. You can see some of the not yet finished stuff in the about window.

A Linux build will follow (already running, needs rpm build).

We appreciate any feedback!

Edit: There was a texture filtering issue which forced me to reupload it.

Edit 2: A usage hint: You have to select all the texture files you can find. They will be added to an internal list and be searched for the texture name. If the particle system does not find it you will get a colored quad. The textures are searched each time you start/restart an effect.

Attach file:


zip AleEditorAlpha1.zip Size: 1,684.46 KB; Hits: 40

Posted on: 6/13 22:14
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Re: OpenGL Rendering
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Most of questions I already answered in this thread, but I give a short summary:
The material appearance is implemented like here:
https://learnopengl.com/PBR/Theory (except the ao maps - not needed. Example maps are at the end of the article). This should cover all the needed materials plus it is sort of a standard and should look the same in other PBR renderers. Additional height maps are also used for the pre baked extended normal maps (ssbump) and parallax mapping.

There is a json file where you can set default values (metalness and roughness) for all textures and also different values for specific texture names. But you also can use textures for both values instead (loaded by default if they exist). In my videos I use automatically generated roughness textures (that really creates a cool look) and a default metalness value. For the glass of the space domes I currently use settings of roughness 0 and and metalness 1 which gives perfect reflections. For the rest I did not have the time to create settings yet. This is why everything else is metal.

All the stuff FL can do is still supported. If it does not work I will fix it. There still is a shader for the old lighting, which I wrote to map all the states from D3D8 to OpenGL. You can see it in action here:
http://www.flnu.net/downloads/fl0405_options.mp4
It is still used for the GUI and other stuff (effects etc).

For bases the rendering is mixed (both new and old lighting). Although I did not upscale the textures yet, here is a image which looks quite nice:
Open in new window


Posted on: 5/4 20:10
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Re: OpenGL Rendering
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Yes, it already is batch processing along the normal map generation.

Do you have some example images of the greebles and how it looks in the game? It is difficult to image how it will look.

Also I made quite some progress. There are not many things left to do now. Here is a video of the current look:
http://www.flnu.net/downloads/fl0305.mp4
The shadow flickering issue will stay for the moment. I will look into it after the release as it is not that easy to fix.

Posted on: 5/3 14:12
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Re: OpenGL Rendering
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I don't know what you mean with "gribles". Can you elaborate?

Here is an example of the smoothing:
Before:
Open in new window

After:
Open in new window

As you can see, it only removes the smaller edges. That's why I wasn't expecting it to work as well as it does. Also I did write it more as a proof of concept. There is still some room for improvement.
For the larger ones I do have an idea for an algorithm, but this is for later when I have the time for it.

Posted on: 3/26 19:18
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Re: OpenGL Rendering
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Looks interesting, but I think they still have a long way to go.

Last weekend I had time to test an idea I had for a while. Took me the whole Saturday to finish it, but the results are way better than I expected. Basically I use the generated normal maps to smooth the textures, so that I lose the details. This actually is correct, since the details are in the normal map. Before I had to downscale the impact of the normal maps, because it would look very weird. Now I can have stronger normal maps and it looks really good.

Here is a video of the result: http://www.flnu.net/downloads/fl1503.mkv

The codec is h265 this time, because with h264 it was about 250mb. Took me a while to find good settings, but now it only has about 120mb and looks quite the same.

Edit: Here is a second, shorter video, where you also can see the more 3D look of the textures:
http://www.flnu.net/downloads/fl1503_2.mp4

Posted on: 3/18 16:28
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Re: OpenGL Rendering
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(Sorry for the long delay, was busy plus got a bad cold.)

Yeah, I see what you want to do, and I was hoping there was a way. I would use it for automatic height map creation. But for my understanding, you would need different neural network layouts for that. Btw. there is a network which creates normal maps in the wiki. I tested it, but it creates weird results (probably not good training data).

I already tried training my network with height map data, but the cnns I used seemed not to work with it. When I have the time I will try some more stuff, probably using ESRGAN.

Regarding the wrapper:

I was able to change the rendering pipeline to be nearly like: https://learnopengl.com/PBR/Theory
I don't use any AO maps, since the bent normal maps already create a nice effect. I also changed the lights to be sphere lights and not point lights, since the suns are quite large. The latter is from UE4 engine presentation notes plus some annoying testing, since the general implementations I found seem to be incorrect and the notes are not clear on the equations.

In general I noticed most of the stuff I use now is from UE4 (if they still use the stuff).

Here is a video from a few days later back in January: http://www.flnu.net/downloads/Fl1901.mp4 In the end I disable the environment maps so that one can compare. It looks really good now in my opinion.

Basically I am now hunting the last bugs, which sadly are not that easy to find. Plus I don't have that much time currently.


Posted on: 2/15 12:23
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Re: OpenGL Rendering
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I noticed that you can mix models, so I ended up using a hybrid between the fallout weapons and ground textures models (you have to stay above 0.7, otherwise you will get colour shifts).

Also I developed an algorithm to automatically create roughness maps. The result can be seen in this video:
http://www.flnu.net/downloads/Fl1501.mp4

There are still some small issues left. One of them is, that somehow most of the time I find it too dark. Will be one of the next things I try to fix.

Posted on: 1/15 22:55
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Re: ISSUE: I often cannot submit posts for a while
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Actually last time I was unable to post until I logged out and logged in again (like others described). The other times I had to wait some minutes and it worked then. Trying multiple times without waiting always resulted in the session timeout message. For PMs it is even worse: You just get an empty black window.

Edit: Since I did the logout and login afterwards I did not have any problems (like with this post), but that might just be coincidence.

Posted on: 12/1 10:34
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Re: OpenGL Rendering
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The one I found best and used on all the images is the ground one. I also tested the misc one and the box one, but they either looked weird or too clean. For removing the dds artefacts I also found the one you use the best one yet. I will try different models/networks as soon I have time for it.

Posted on: 11/30 9:36
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Re: ISSUE: I often cannot submit posts for a while
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Recently I am getting the session problem nearly every time I try to post (PMs+forum). Has anything changed?

Posted on: 2019/11/29 19:05
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Re: OpenGL Rendering
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You first need to undo the dds compression. The textures above are done with ESRGAN and pretrained models (two steps, undo dds first and then upscaling). There are quite extensive lists of models you can find on the net. I will try other networks next (e.g. the one you suggested), but the current results are quite impressive. There are tools for ESRGAN which allow alpha upscaling, although the one I tested (IEU) only worked for one texture, not for mass conversion. I did not have time yet to debug that.

Here is the texture upscaled with the same method used in the videos: http://www.flnu.net/downloads/liberty2_1024.png

I did not have any problems with cuda, everything worked fine. But the chip in my laptop is not that old (maxwell). You also could use cpu only, although that sadly is quite slow.

If you get better results, let me know!

Posted on: 2019/11/29 18:32
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Re: OpenGL Rendering
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While I did some internal progress, here are the latest results of my texture upscaling attempts:

Open in new window

As you can see this takes the game to a whole new level. Some example videos are here:

http://www.flnu.net/downloads/FL2411.mp4
http://www.flnu.net/downloads/FL2411_2.mp4

Keep in mind that the material settings are not tweaked yet, so there is still room for improvement. Currently there is only one different one for glass. The rest uses the same one where I quickly tested some values and chose the best looking. If you have a different taste you could make all reflections super smooth etc.

Posted on: 2019/11/25 18:47
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Re: OpenGL Rendering
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Thank you, I really like the look, too!

@Treewyrm: Thanks for the hints, but I know that. The problem is, that FL does not support more than two texture coordinates when rendering asteroids. So the only other option would be to load the model yourself instead of letting FL do it. This is an option for the future, since you also only can use one material, so it would be an improvement. For normal models, the TBN data already is stored into additional texture coordinates.

Posted on: 2019/11/12 8:07
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Re: OpenGL Rendering
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Thanks!

I was able to reverse the list of asteroids which are about to be rendered and integrate it into the shadow rendering. Also I now automatically generate the necessary TBN data for normal maps etc. on asteroids, because FL does not support saving them into the models.

The result can be seen in this video: http://www.flnu.net/downloads/fl1011.mp4

Costs a lot of FPS currently despite of instancing, so improving it is the next step.

Posted on: 2019/11/10 22:54
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