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November. 27, 2021
The Starport Forum Index > All Posts (Freestalker.fr)

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Re: Freelancer OST Remaster release thread
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Great news !
ModDB has some weird behavior sometimes. I think they fix things.

Posted on: 1/13 17:53
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Re: Freelancer OST Remaster release thread
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Did you try to open it with another software ? WinZip ? 7Zip ?

Posted on: 1/4 10:49
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Re: I finally got the Original Game Soundtrack on CD!!
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Posted on: 12/25 21:07
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Re: Freelancer OST Remaster release thread
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Try another download server to see if it works better. I DLed it and I don't get an error message.

Posted on: 12/25 16:59
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Freelancer OST Remaster release thread
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Hi !

I present you the OST remaster that can be downloaded on ModDB. Here is the link : https://www.moddb.com/games/freelancer ... description#downloadsform

-----------------------------------Read_Me.txt-----------------------------------

INFOS :
Original Soundtrack by Visual Music, James Hannigan and Andrew Sega
Released the 18 November 2003
Edited and looped by Artofeel : https://www.moddb.com/games/freelancer/addons/hq-original-music
Remastered by Freestalker.fr
Kusari Danger relooped by Freestalker.fr
Br01 and Li01 bar musics restored by Freestalker.fr

SUMMARY :
It's a remaster to match ingame music audio quality.

MAKING OF :
I present you the remasterization of FL OST because there was some differences in term of audio quality between the game and the CD OST.
I was looking into the audio spectrum and it gaves me the proof that I was right. So I decided to restore the CD OST to the game OST by using some equalizations.
This choice has been made to have a more accurate representation of what we had when playing the game with the missing information brought back by the audio CD. I took the game OSTs, I resampled them to 44100 Hz and tried to match the the sound volume of the CD ones. I plotted the spectrum of the two files to do so and it allowed me to equalize the CD OST to match the ingame files.
I noticed that Kusari Danger was also too long. In fact in the Suite there is 4 parts : Space, Danger, Ambiant sounds and Battle. The Danger looped by Artofeel contained the third part that wasn't there in the game release.
Planets didn't need to be done. Their spectrum are so close, and perhaps the same, to the game OST that the quality is the same. With the extra information above 10 kHz of cours !
I restored "music_bar_br01" and "music_bar_li01" as they had lower quality than the other files. I used Thimeo Stereo Tool to do an approximation of the informations that was missing. I had to put a silence in the end of the file before processing. The files' phase changed and removed the end of the original file after processing.
I also remastered some campaign musics that needed it.
The Vanilla Victory musics have been remastered avoiding the final mission victory track to be repeated everytime you win a mission. The result is a little bit grainy, it can be the room accoustic that made some Reverb or anything else that came from the original recording. But I think it's not shoking. I used Thimeo Stereo Tool to achieve the desired result. It reduced MPEG compression. It created information with the Absolute Highs feature. It reduced the background noise. And finally I equalized the sound files. I amplified frequencies above 10 kHz with the VST TDR Nova. All of this lead to a less compressed sound and give the feeling that it was saved in a higher quality format. (The files were originaly sampled at 22050 Hz with compression, I upsampled them to 44100 Hz)
I tested it to see if the Music Pack worked. It works very well !

TO INSTALL IT :
Just extract the attached Folder into the "mods" folder of FLMM. You can do it by opening FLMM and go to "Tools > Open mods folder". It can be used with any version of FLMM as there is no XML files and Plugins. It is also compatible with any mod that doesn't contain the music files.

TROUBLESHOOTING :
If you have some problems to load your saves, install the 1.1 patch : https://www.moddb.com/games/freelancer ... loads/freelancer-patch-11 It worked for me.

COPYRIGHTS AND RIGHTS :
Us it widely ! If you want to put the musics in your mod, feel free !

CREDITS :
Visual Music, James Hannigan and Andrew Sega to have made the OST of Freelancer of cours !
Artofeel for his looped version as it mainly was my raw material.
Audacity creators to have implemanted their EQ Curve plug in for a while. It allowed me to avoid long approximated graphic and parametric equalization sessions. I used also some normalization when it was needed.
Foobar2000 creators to make me able to use the needed VSTs with the VST Wrapper. Their DSP chain feature allowed me to do the 3 Victory and bars musics.
I do a big thank to Thimeo Audio Technology for their Stereo Tool to enable me to restore the 3 Victory and bars musics.
TOKYO DAWN RECORD for TDR Nova VST. It allowed me to do minimal equalization.

SOURCES :
Artofeel HQ Original Musics
FL Bonus DVD
FL Ingame OST

Posted on: 12/25 15:05
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Re: I finally got the Original Game Soundtrack on CD!!
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Finally I downloaded the DVD and that was the same quality so I used them and added some informations with a great VST.

I think I will release the music pack tomorrow. There is some informations to add in the read_me. I will upload it in The Starport, Mod DB or any other file host that support Freelancer.

Posted on: 12/24 15:01
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Re: I finally got the Original Game Soundtrack on CD!!
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Sorry but in WAV or FLAC is better. I remember of the fact that Moonhead put the WAV version in his website. It's for my remaster. I need the bar musics to finish it. I would like to have Liberty Bar 1 and Bretonia Bar 1 as the Artofeel ones are lossy.

Posted on: 12/23 11:08
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Re: I finally got the Original Game Soundtrack on CD!!
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I want to download the audio pack but the links are broken. Is there a way to acces to the website or is it dead ?

Posted on: 12/22 14:53
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Multiple games/movies/series univers idea.
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I had an idea today !

If you want to make a mod with multiple games, I have an idea.

I will take Freelancer and Freespace 2 as example.

In fact the concept take shields as feature. This feature will force the player to use ships and weapons of the same game univers. Freelancer with Freelancer and Freespace 2 with Freespace 2.

Combined with specific weapon classes and type according to the game univers we can create shield and weapon types for each univers.

Freelancer weaps will have no effects on Freespace 2 shields.
Freespace 2 weaps will have no effects on Freelancer shields.

The result, if you want to fight against Freespace 2 ships with a Freelancer ship, you will not be able to do it, forcing you to buy a Freespace 2 ship with allocated weapon classes and shield type/classes. For example class 1 to 5 will be Freelancer weaps ans class 6 to 10 will be Freespace 2 weaps. It must be applied to the shield classes too to be consistant.

Freelancer's weap classes :
Class 1 = FL Class 1 and 2
Class 2 = FL Class 3 and 4
[...]
Class 5 = FL Class 9 and 10

Freespace 2's weap classes :
Class 6 = FS2 Class 1 and 2
Class 7 = FS2 Class 3 and 4
[...]
Class 10 = FS2 Class 9 and 10

Same with shields.

In terme of ship coding, just allocate class 1 to 5 shields and weaps for FL and class 6 to 10 for FS2.

The only thing that remains to do is to rename the weapon and shield classes.

This can be applied for other univers but I think there is a theorical limit of the number of univers you can add to your mod. Due to the fact there is a limit of 10 classes in FL.
The limit is 5 game/movie/series univers per mod.

For example
Class 1 shield = Fighter shield
Class 2 shield = Capital Ship Shields
Etc.

If you want to level the shield for specific ship classes just us the cargo hold size to limit the use of a specific shield.

For gunboats' shield a specific cargo hold.
For cruiser's shield a specific cargo hold that is too big for gunboats.
Etc.

Posted on: 2020/8/25 11:29
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Re: New Renderer (OpenGL 3.3)
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In fact I didn't lose any files thanks to the man who repaired my computer. In fact I will need to tidy up the source files folder. For some UI elements I redid them but for some I upscaled. I made the mod to be usable up to 4K or 8K.
I have some masters that aren't as big as my target specifications so I need to upscale them. It's the occasion to burn my CPU !
And Freelancer's UI resolution management is very odd some time for a big element on screen you have a tiny icon and vice versa, it's hard to have a clear image of how it will looks ingame.
I started working on it mid 2017.

I'm also using Meshlab's Twosteps smoothing to smooth the 3D models after subdividing them. Starlancer 3D models can be smoothed with it and every other games that has extremely low poly meshes.

Attach file:



jpg  Smoothed_Valkyrie.jpg (362.96 KB)
5161_5f204aec817e0.jpg 1920X1080 px

Posted on: 2020/7/28 16:57
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Re: OpenGL Rendering
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You understood well ! I'm just doing the kitbash and I will se how it look ingame after. You're write though, puting it in the 3D models is good. I will try to see if it's good enough.

Khed is far better than MS3D as you have complex polygone creation, pipe tool and lathe tool.

I would like to see your progress. Did you managed to remove bevels on texture or is it too hard ? I know how to remove lightings in textures but removing bevel is tough as High Pass alway does some ringing artifacts and make the textures blurrier at the same time of removing bevel. I tried to use selective gaussian blur and so on but it is hard. And also the settings aren't always the same. The shadows are also difficult to remove.

Simultaneously I do some HD UI textures. My computer has crashed at the end of 2019 and my CMP/3DS files are corrupted so I need to import all the current files I did before the crash. I did some mips to be used at different resolution. -_-

Attach file:



jpg  Rh_greeble_fight.khe_Screenshot_2.jpg (202.63 KB)
5161_5f1ef76271788.jpg 1728X988 px

Posted on: 2020/7/27 16:49
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Re: OpenGL Rendering
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Hi there !

I did some progress with greebles.

I send you some Khed screens. I need some feedbacks to see if it looks good. The Br ones that I am working are nearely finished.

Attach file:



jpg  li_cap_greeble.khe_Screenshot.jpg (153.05 KB)
5161_5f1d9c45ebf3f.jpg 1728X988 px

jpg  BR_grible.khe_Screenshot.jpg (147.16 KB)
5161_5f1d9c5610539.jpg 1728X988 px

jpg  Rh_greeble_fight.khe_Screenshot.jpg (144.23 KB)
5161_5f1d9c68b096e.jpg 1728X988 px

Posted on: 2020/7/26 16:10
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Re: OpenGL Rendering
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In fact, its grEEbles, not gribles as I wrote... It's small 3D details, like pipes, etc. Like this or this.

What you did is promising ! I wait to see where you can go with your algorithm. Will there be some batch processing in it ?

Posted on: 2020/3/28 16:31
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Re: OpenGL Rendering
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Nice ! I had the same idea but I used crazybump normal map generator and render the nrms in Paint.net but it was not good. Is there a way to have the detail removal without using normal maps ? It's just to see how effective it is.

BTW I think modelizing gribles would be good. I already started Bretonia capships. Then with station, importing original model and after place gribles, then remove station model, export grible. Add an hardpoint called HP_gribles to station CMP at the position 0;0;0. Make an equipment entry for gribles and finally add a code line in station loadout :
Code:
equip = "Station"_gribles, Hp_gribles


It can also be done for ships.

Do you think it's a good idea ?

Posted on: 2020/3/21 12:02
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Re: OpenGL Rendering
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Sorry for double post but WOW ! Just WOW !

https://www.youtube.com/watch?v=548sCh0mMRc&feature=emb_title

Posted on: 2020/3/13 17:25
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