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There are currently 100 users playing Freelancer on 34 servers.
April. 23, 2018
The Starport Forum Index > All Posts (Freestalker.fr)

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Re: OpenGL Rendering
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OK eigos but I don't have 3D modeling software strong enough to put multiple texture types on a mesh. I only use MS3D and Khed and I really don't want to spend a big amount of money and to pirate 3DS max, it's just not secured and I care about the health of my PC. I just recently removed a DNSchanger from my computer... So I'm going to wait for Schmackbolzen viewer and it will be optimized for FL.

Take your time Schmackbolzen.

Posted on: 4/3 17:37
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Re: OpenGL Rendering
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10€ ! Are you kidding ? I would pay more ! Yes I like to be wrapped in fur ! (it doesn't seem to be the truth though...)

I was waiting for this kind of news, I hope you will get great results. Last time to work on it.

Come back to the topic. I would so much like to have the possibility to test the texture I do directly into the wrapper. Or someone has other alternative to xNormal ? Because I can't make occlusion map working.

Posted on: 4/1 15:10
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Re: OpenGL Rendering
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On the first one Earth sounds like guinea pigs asking for some food.

On the second one Neutron star collision remind me of cartoon SFX or Dihydrogen combustion.

LOL

Posted on: 3/28 20:12
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Re: OpenGL Rendering
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I know ! That was just to put a funny cosmic post to bring us from a tiny dimension to a far bigger one. Nothing was serious. Kinda hyperbolic but not serious.

Next time I will send you into another dimension.

Posted on: 3/21 17:16
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Re: OpenGL Rendering
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No. It's better to use pulsar sounds or planet ambiance samples from Nasa. Let's remain spatial, those insects noises are so terrestrial.

Here are 7 pulsar sounds

Glory to space percussions, feel the vibrations of the Univers !

Wow I think I'm going too far...

Posted on: 3/20 20:31
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Re: Underspace Freelancer Clone
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Pewpew canons ?

I will crush you with my Shoop Da Woop canon ! Wait ! I roll the dice... Woops ! 1... I failed... I'm so bad at role playing.

Hope you laughed a bit.

Posted on: 3/11 9:42
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Re: Sirius The real facts
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Here is a rough list of different star classes, it's quite technical but so awesome if you want to make the most accurate infocard for a mod :
Ultimate scientific specs of stars

Posted on: 2/17 12:17
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Re: Sirius The real facts
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Here is the screen you wished.

It works very good on my configuration :
AMD Phenom II x4 965 BE at 3.8 GHz
4096 MB RAM
AMD Radeon HD 6870

It's interesting that there is a big amount of stars around us, it seems that this is due to the fact that prior to the creation of the Solar system a star was there and died. If I remember well.

Attach file:



jpg  100.000.jpg (158.82 KB)
5161_5a87f7afe53ac.jpg 1748X973 px

Posted on: 2/17 9:42
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Re: Sirius The real facts
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Really nice ! I like this. The ability to center on stars where we can have a description from wikipedia makes this website clearly awesome !

Posted on: 2/16 17:41

Edited by Freestalker.fr on 2018/2/16 21:10:30
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Re: Sirius The real facts
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Thanks !

Beteljuice ? The nights on the planets can't be peaceful... Freaking ghosts ! (Cinema joke )

Although I was more thinking about a 3D map like in EVE Online where you can center on each stars. It's more a job for scientists and engineers when you think ^_^'.

Posted on: 2/13 20:55
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Re: Sirius The real facts
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Solar interstellar neighborhood :
Open in new window

Sirius isn't so far as it seems to be depicted in Freelancer.

I want so much a starmap of the Orion's arm and the other arms near us.

Posted on: 2/13 18:05

Edited by Freestalker.fr on 2018/2/13 18:13:09
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Re: OpenGL Rendering
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The main problem with this is that there is so much work that it's clearly hard to say when it could be finished, the game has hundreds of textures and Freelancer texture creators was not an only man carrying all the texture conception, and we have to remind that it was only diffuse map. Even if I do one texture per day, and it's not easy due to the fact I have a job and I'm kind of slow, it could could take 3 years to complet the project...
For now it's diffuse then height then normal and the trickiest part specular. And everything has to be optimized. I have simplified the process using Filterforge to have stencils ready to use. But to use it you have to pay so I use the 30 day demo and finding the good filter is difficult. If I want to do a new filter, my CPU isn't sufficient and it overheats so I have to spend a lot of money in an Intel I5 8600 K, I can't afford that investment only for a free project, and will surely not do games every days, I'm more a casual than a gamer.

I don't say I give up but some guys helping me should worth it.

Posted on: 1/21 11:44
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Re: OpenGL Rendering
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You're welcome !

Thanks for uploading but now I remain a little bit lost. Especially with DTL2... I'm less lost with DTL3, it clarifies the window part. DTL1, easy.

Posted on: 1/19 21:09
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Re: OpenGL Rendering
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At the same time seamless 1024X1024 HD texture is sufficient but filtered with Neural networks it can preserve sharpness.

I'm using this to upscale my textures and it works very well, sharpness and details are kept, so I'm optimistic of the result ingame.

Posted on: 1/17 11:44
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Re: OpenGL Rendering
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Upscaling always brings luma and chroma changes, a great upscaler preserves contrast and other things. Upscalers like Genuine Fractal and S-Spline Max keep contrast and sharpness. They are top of the line upscalers that are vector based and the others are interpolation based.

But in the printing univers we haven't the right to upscale above 20% ! It should be the same for internet and so on.

Neural net is promising. Although it's not a mature algorithm it does the job. With 1024X1024 textures it could be very interesting to see it ingame.

Posted on: 1/16 21:21
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