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There are currently 36 users playing Freelancer on 35 servers.
February. 18, 2019
The Starport Forum Index > All Posts (Schmackbolzen)

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Re: OpenGL Rendering
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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
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Re: OpenGL Rendering
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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
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Re: OpenGL Rendering
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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
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Re: Librelancer 2018.12
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@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
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Re: OpenGL Rendering
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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
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Re: OpenGL Rendering
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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
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Re: OpenGL Rendering
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So after some fixes and tweaks I am now at the graphics quality level I wanted to achieve. Only one feature is missing, which will even add more to the atmosphere, but I decided to add this after everything is working and maybe even after the initial release.

Here are two videos of the current state:
http://www.flnu.net/downloads/fl1912.mkv
http://www.flnu.net/downloads/fl1912_2.mkv

What's left is getting the performance back again, as the shadows are tanking the fps (it's not optimized yet) plus the remaining fixes. There also seem to be some glitches with the new shadows I need to figure out.

Feedback is as always welcome!

Posted on: 12/18 23:40
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Re: Librelancer 2018.12
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So in general is it possible to map all the properties of a 3db/cmp to collada format (lets assume this direction for simplicity) or is there stuff which is not possible to convert, because the format does not support it?

Posted on: 12/15 13:20
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Re: Librelancer 2018.12
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The collada support is great news! I was planning export and import tools in the near future. How well does it work?

Posted on: 12/15 10:04
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Re: ISSUE: I often cannot submit posts for a while
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For me this happens when you start a new post and take too long to submit. Same happens when you get a new IP address in that time frame.

Posted on: 12/15 10:03
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Re: ISSUE: I often cannot submit posts for a while
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Well, I never had any issues. Might be another problem then?

Posted on: 12/10 17:59
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Re: What would be the most convenient, common, universal format for sharing the contents of a DVD
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Oh ok, I thought you tried to upscale the resolution since the name implies it.

If it is not the encoder, it might be your codec which reads it. I've had that problem once in a while. Or it really is the source file. You could upload the ISO or the video file where the clip is contained and I can have a look.

Regarding the ISO: There is a solution from Microsoft: https://www.microsoft.com/en-us/download/details.aspx?id=38780


Posted on: 12/9 12:22
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Re: What would be the most convenient, common, universal format for sharing the contents of a DVD
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Thanks for uploading! From what I can see it did not change the image resolution. If you look at the properties of each clip it seems to have its original resolution. You probably should select the source material resolution anyway. As bad as the quality is, there is not much the codec can do about it besides making it worse. You could try selecting "slow" or even "slower" as preset instead of "medium" but that will increase the computation time while encoding a lot.

Also I think it is better to disable deinterlacing under the "Filters" tab. It looks like it applied it to some of the videos (or the source material is really bad). For instance look at the Microsoft logo in "Freelancer_OST_-_Bonus_DVD_-_[H.265_2160p_60_RF15]_-_03_-_Trailers_-_E3_2002.mkv". It looks really weird.

Since I only encode one file, I don't know how it behaves with a whole queue. Maybe the settings are only applied to one clip. There should be a way to apply it to all, though. I never had to reload the source file when experimenting with the settings.

Posted on: 12/9 11:53
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Re: What would be the most convenient, common, universal format for sharing the contents of a DVD
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I use Handbrake (www.handbrake.fr), you can use it to encode it with h265 and mkv container. Medium preset should be fine and quality around 15 (try to experiment with short snippets, the lower the number the better image quality you get). Tune should be SSIM. I don't know whether it can read the dvd titles as source, though. You can enter a time range of what you want to have encoded.

Posted on: 12/7 8:30
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Re: OpenGL Rendering
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After the short teaser image here is a video of the current state including the new shadows:

http://www.flnu.net/downloads/fl0512.mkv

Edit: Here is another one.
http://www.flnu.net/downloads/fl0512_2.mkv

Posted on: 12/5 21:14
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