Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
25 user(s) are online (12 user(s) are browsing Forum)

Members: 0
Guests: 25

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: -15€
(last updated 03/2019)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 32 users playing Freelancer on 33 servers.
April. 24, 2019
The Starport Forum Index > All Posts (Schmackbolzen)

Bottom Bottom   Previous Topic   Next Topic

(1) 2 3 4 ... 36 »


Re: Tool for Creating/Editing .wav audio files of FL
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
I am not sure I follow. All the music in our mod is converted with mpa2wav and they work flawlessly. What are you trying to do?

Posted on: 4/6 12:40
Top
Topic | Forum


Re: 3Ds MAX tools
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
I know. I was hoping you could create e.g. some sort of executable you call either from Max or Blender using their scripting languages.

Anyway, one of our modders is working on a tool which lets you convert FL Models to other formats and back via python (his favourite language). He had spare time and I suggested to try it using assimp. It is nearly finished now and working quite well already. So this would be another alternative.

Edit: Thinking of modeling, if you have a good workflow for exporting we probably should talk about materials at some point. I spent a lot of time reversing this week and found some key pieces which were still missing (current LOD level and corresponding engine object plus when it gets deleted) for my wrapper and might be able to release it this year. It would be nice if we get the same look in Max and in FL. I think I found a way how to achieve this in Blender.

Posted on: 4/6 11:54
Top
Topic | Forum


Re: 3Ds MAX tools
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Looks very promising! Is there any chance you get this to run in blender? Not many people have 3dsmax and blender is free.

Posted on: 4/6 9:27
Top
Topic | Forum


Re: Tool for Creating/Editing .wav audio files of FL
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
I've been using mpa2wav to convert them. Here is an old topic:
https://the-starport.net/modules/newbb ... t_id=15087#forumpost15087

Hope that helps.

Posted on: 4/6 9:26
Top
Topic | Forum


Re: Modern design
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
I suppose it is more a spare time problem. They are probably hoping this place is not going to fall apart each day (at least that's what I got about their comments about the CMS they are using), so I can understand if they are reluctant to change anything.

Posted on: 2/22 13:22
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Fresnell is only part of today's lightning models. So yes it is included, but it is only one term of the whole equation. If you really want to know the whole model, look for the GGX stuff, which even blender uses.

You can imagine the metallness as a blend between white texture and the base colour texture. The more it becomes zero, the more the base colour for the reflection is going to be white. Imagine a billiard ball. The reflection is always white no matter what colour it has. So metalness is 0. If you choose a golden colour as base colour texture you will get colour shifts etc. when you set metalness to 1. If it is zero it only will have white reflections and it will look like plastic with gold colour.

Posted on: 2/21 18:52
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Glossiness is just the opposite of roughness, so if you invert the texture / value it means the same. In you picture the value of 1 glossiness is 0 roughness and 0.1 glossiness is 0.9 roughness. There might be some differences how some BRDF formulas treat those values, though. So depending on the light model, the same roughness value can look different.

Your reflection RGB texture is also a way to do it (actually I had it included in my shader), but I came to the conclusion that it is easier just to use one base colour texture for everything and do the rest with the greyscale textures / material parameters. This also saves memory and bandwidth.

Metalness just defines how much of the reflection is based on the color texture. If it is 0 the reflection will just be pure white colour like plastic.

If you find a case where the material can not be recreated with my current setup I can adapt it.

Posted on: 2/21 13:55
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Currently there is the base texture (RGBA) and greyscale for roughness, specular intensity (mixes between diffuse and specular so it basically is percent) and metalness. For the last ones you can also set fixed parameters in the material library file, so you don't necessarily need textures for those.

And of course there are the heightmap and normalmap textures. The heightmap should only contain very rough heights, as the fine details are in the normal map. It is also used to bake the self shadowing into the normal map (Valve's ssbumps). You can consider replacing them with real geometry so you don't need them at all.

I will try to post the blender shading pipeline graph soon when I got the time for it.

Edit: Forgot the standard FL texture variants. They did not change, so emissive and detail texture etc. is of course supported, since FL uses it.

Posted on: 2/21 11:18
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Here are some new screenshots with the new material system (based on a json file). Also with it in place I now can use alpha test for shadows. As a result textures now don't block the light completely if they have transparent parts (and you set the right parameter for the material). The space domes also have glass material parameters as you can see at the reflections.

Open in new window
Open in new window
Open in new window
Open in new window

Posted on: 2/21 1:17
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
That is only partially true, since I only found the crash because I have a notebook with a 970m. Only happens when you undock, not when in space. And it is after the frame was rendered. So it is not the typical bug. But I will find the cause, don't worry

Posted on: 2/15 22:15
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Yes, it looks really beautiful!
My plan is to try this one:
https://www.turbosquid.com/3d-models/3 ... -spacecraft-model-1277308
Already got it working in blender with the mentioned shader pipeline. Or do you have a better one?

Posted on: 2/6 12:26
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
While I did not have much time I managed to implement rough cubemap reflections. They are way more fitting now

Open in new window
Open in new window
Open in new window
Open in new window
Open in new window

Also I think I have found a way so that you can use the lighting model in blender and probably port it from there to other modeling software. It is actually quite easy to build your shader pipeline in blender. When I am sure it is really accurate I'll post it here. Then you can see how it will look in your modeling software itself.

Posted on: 2/5 21:08
Top
Topic | Forum


Re: Librelancer 2018.12
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
@eigos: Thanks for the elaborate explanation! I'll give this to our modders so they can try it out

For me personally the collada export is helping since I can test out some ideas I had for making old modes look better. Also I was thinking to develop better export and import tools (also open source), since the current ones are not that great. Seems like this might not be necessary, though.

Posted on: 12/22 13:49
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
I think I know what you mean. Basically you see things more from an artists viewpoint. I personally like the more realistic touch (which is a matter of opinion) and am not a fan of applying lots of effects (like bright bloom etc). So for me it would look really irritating if I don't get hard shadows in space with no nearby larger light source like a planet. But I suppose since I am used to rendering and image processing I have a lot more trained eyes than the usual user.

I already had started to look for soft shadow solutions, since FL has fake light sources placed at planets (fake reflection) and since they are so close the shadows would indeed be soft. But this isn't an easy topic plus it is not so much important. I'd rather add this after the initial release. For now I need to polish the rest and get it into a usable shape (including ingame GUI for settings etc).

While we're at this topic, since the new shadows have so much higher resolution I was able to enable point lights again and let them cast perspective projected shadows (FL uses them for e.g. fake planet reflections). This works surprisingly well since usually you would have to use cube map shadows. But we are most of the time not so close that this is really visible. So now even the FL explosions cast shadows. There might be cases, where they are wrong, though (being close enough to the light source).

Posted on: 12/22 13:01
Top
Topic | Forum


Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 565
Offline
Skotty has asked for the same thing. The shadows are currently PCF filtered, but since the resolution is so good now it only has an antialiasing effect.

But shouldn't be shadows in space only hard shadows anyway? The sun is so far away you basically get a point light and there is no atmosphere which scatters the light. This might be different in a nebula, though.

I will see if I can get a high poly model with good textures somewhere. The problem is ideally it also hast height maps since otherwise the self shadowing of the textures does not work. So it would have to use real geometry to make up for this.

@eigos: You'll have to wait a little bit more, but good to know there is nothing in the videos you find unfitting or something like that

Posted on: 12/20 9:09
Top
Topic | Forum



Top Top
(1) 2 3 4 ... 36 »



[Advanced Search]