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There are currently 20 users playing Freelancer on
45 servers. | August. 16, 2022 |
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Re: OpenGL Rendering |
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2009/9/28 21:13 From Wales
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Especially the storage tanks, like they're coated with alien slime or some sh-it
![]() I think it's really great that you all continue to push this game well past its limitations, you're a determined bunch and I hope the rewards are worth your efforts. I keep visiting just to see what crazy thing will be made possible next. I think FF said a few years ago that without a complete retexture the dx9 wrapper wouldn't make much difference to vanilla, beginning to see a lot of sense in that statement now. It's the same as freespace 2 open, the models and textures are just so old and basic that normal maps don't really do them any favours. It's hard to tell just looking at screen grabs I guess, do you think it's a real improvement when you're playing Schmack? Does your mod have plenty of custom models with better textures?
Posted on: 2016/9/3 2:04
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Re: OpenGL Rendering |
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2009/8/30 8:36 From Bay Area, CA, USA
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Yeah, they're definitely referring to the specular highlights being too diffuse. I suppose you're generating that on the fly or using just a fixed value for the spec power.
It wouldn't be too hard to generate basic spec maps from the textures themselves, at least manually.
Posted on: 2016/9/3 3:27
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"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan | ||||
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Re: OpenGL Rendering |
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I think it looks better when you see it in movement, yes. More like a new game.
There is no material system, yet. The shader supports it, but it has the same value for every material. Also I am not sure whether I keep the current lighting model or choose a different one. I plan to write a material editor with a preview. You will be able to set for every texture metalness, smoothness and specular intensity (that is for the currently used lighting model). So it can look like plastic, metal or in between. Also if this is not enough I can add every map you wish (specular maps etc), this is easy. But I don't want to use a model no one is able to set the parameters for, because you need to measure them or they are too many. In case I am able to render the whole scene to a cubemap or at least the starspheres, I could use image based lighting to get good metal reflections. But for now I am not able to do that. I will get to it when the rest is working. My hope is, that with the possibility of better models / textures people will make those. Now it does not make much sense, but with the wrapper this changes. It is more like the chicken-and-egg problem. Thanks for the good feedback, this is really helping me a lot!
Posted on: 2016/9/3 11:07
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Re: OpenGL Rendering |
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I noticed one shader had old settings. Textures with only normal maps were not so smooth and reflected with a larger radius (that did not apply to the tanks, but e.g. to those towers with windows). You can see the effect for all materials in the second pair of screenshots below.
Here are a few examples of the settings: Same settings, full specular intensity: ![]() Same settings, half specular intensity: ![]() Less smoothness, full specular intensity: ![]() Less smoothness, half specular intensity: ![]() Update: Sorry, found an error in the lighting equation :/ Images have changed.
Posted on: 2016/9/3 12:10
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Re: OpenGL Rendering |
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2008/9/11 15:55 From Somewhere at Moscow
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Yes. Looks like covered in oil. I dont know how it is bad ot good. Gameplay video is needed
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Posted on: 2016/9/3 15:04
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Open Sirius Mod | ||||
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It's as sizer says.
That colour, the goldy stuff is bleeding like crazy throughout the scene.
Posted on: 2016/9/3 15:28
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I think that is because the reflective colour was wrongly calculated. Fixed it in the screens above. Please reevaluate. Also keep in mind that there are two light sources (one orange). Also there is a glitch at the storage tank which has to do with the tbn values stored in the model and will be fixed.
I can make another video, but for that I would use the settings you prefer. I also would like to be sure there are no errors left before I do one, since weird looking effects might be mistakes I made and did not yet find :/
Posted on: 2016/9/3 16:01
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Alright, I have checked the equations again and now they seem to be correct.
Here is a video with rather smooth settings and a little bit tuned down specular intensity: Link Since as mentioned there is no material system yet, every texture has the same setting. Also I don't know whether I will keep this lighting model or choose another or even make it selectable per texture etc. Edit: Here is one with even less specular intensity: Link But I think it is better when I do more research before posting endless screenshots and videos. At least I think I do understand the problem now. Maybe it also is a matter of taste.
Posted on: 2016/9/3 18:01
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Looks okay in that last video, fix those tanks and you're in better shape there I think. Does look far better in video than screenshots so well done.
It would be easier to form a proper opinion if you didn't have different coloured light sources, something that never really made any sense to me in freelancer if I'm honest, but each to their own as it's purely an artistic choice. If it were made per system, gas cloud, or purely dynamic effects like gas jets, station lights, laser beams etc I'd get it, but it doesn't work well for my eyes when adjacent surfaces of the same station are lit in sharply contrasting colours.
Posted on: 2016/9/3 21:24
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Re: OpenGL Rendering |
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oil is a good way to prevent oxidation (not that there is much oxigen in space... im just trying to find a good explanation)
also keep in mind that metal can have very different looks depending on its composition
Posted on: 2016/9/3 21:27
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Re: OpenGL Rendering |
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Quote:
Can you record video with regular random mission at 1280x800 resolution?
Posted on: 2016/9/3 22:39
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Open Sirius Mod | ||||
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Re: OpenGL Rendering |
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I can, but I am not sure what you want to see there? You'll get me flying wild behind some ships
![]() Here is a video with a PBR based lighting model: Link
Posted on: 2016/9/4 2:28
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Re: OpenGL Rendering |
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That's made quite a nice difference, subtle but effective, well done.
Posted on: 2016/9/4 10:49
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I also think it is better, but maybe too weak. One of the next tasks is to calculate a better reflective base colour, so that the "oil effect" is reduced and you can tune the reflections up a little. I have had some results, but I am not there yet.
In the meantime I have implemented gamma correction and now the lighting calculations should correctly take place in linear space. I think it looks much better (you can see it everywhere in the game): Link
Posted on: 2016/9/4 14:40
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Re: OpenGL Rendering |
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Yeah, that's fixed the lighting, top job, your hard work is paying off in spades my friend!
Posted on: 2016/9/4 16:00
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