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There are currently 20 users playing Freelancer on 43 servers.
June. 8, 2023

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New Renderer (OpenGL 3.3)
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Rendering is done in OpenGL. Found an old d3d8 to GL wrapper from 2003 and fixed a lot of stuff. Still WIP Fixed function pipeline rendering works nearly perfect (what you see is not fixed function, it is GLSL shader pipeline). It is not slower! Optimizations should make it faster than old d3d8 rendering path.

No promises where this will lead to. Got normalmaps also working, though it is still limited.

Edit: Remember you have to right click and select "view image" or similar to see the whole pictures. Is there a way to embed it so that there are scrollbars?

Most the textures are high res versions done by myself, so don't wonder. Mod is New Universe (what else? )

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jpg  screen76.jpg (523.58 KB)
289_51cf72fb6f7ea.jpg 1398X1053 px

jpg  screen_77.jpg (388.77 KB)
289_51cf736411829.jpg 1403X1052 px

Posted on: 2013/6/30 0:56
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Re: Effects showroom!
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Last one for today.

Attach file:



jpg  screen78.jpg (365.59 KB)
289_51cf7b3b6fad7.jpg 1400X1048 px

Posted on: 2013/6/30 1:26
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Re: Effects showroom!
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Open gl works on FL... Interesting.

By the way what are you using for normals, 8bit, 16bit or 24bit (no DU/DV)?

Posted on: 2013/6/30 9:29
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Re: Effects showroom!
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I am not sure I understand the question. In the pictures there is no normal mapping yet. Just standard normals, which are 32bit per dimension. I was surprised how good it looked without it (hence the pictures). Guess it is the lighting model I choose, which is not Phong (obviously). I experimented a lot with such models some time ago.

And yes, of course it works with OpenGL (wine runs it too, like many other games), the problem is getting there. For which you have to know your stuff, even looked at the wine sources for some things so that I don't reinvent the wheel.

Posted on: 2013/6/30 10:40
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Re: Effects showroom!
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Lighting isn't bad at all.

What lighting type do you use?

Posted on: 2013/6/30 17:18
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Re: Effects showroom!
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I found some papers and implemented some of their solutions. Basically it is a mixture of different models. There even is a color shift of the reflection depending on the viewing angle. If you read up on it you can quite easily mix the equations and build one to your liking. There are also papers which compare different lighting models. And as always I am not quite satisfied with the results yet

There also is still a problem with dark spots in combination with compression artifacts and the resulting reflective color. So it is not finished yet. The shader is taken from my own 3d engine.

The next step is getting the name of the texture which is currently active. Lets hope I somehow get it Without it it gets quite hard to do more.

Posted on: 2013/6/30 17:38
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Re: Effects showroom!
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Do I have a lot to read about lighting?

Posted on: 2013/6/30 17:56
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Re: Effects showroom!
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Depends on how good your math understanding is. It's nothing too complicated, although you should be able to read/understand the formulas and convert them to shader code.

P.S.: I got the texture names now, so that is out of the way.

Posted on: 2013/6/30 23:14
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Re: Effects showroom!
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Just putted every lights as dynamic light and DX9 hook from FW TOW.
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However I can't get proper cone headlight, how to make a cone headlight? The light seems didn't show up if lightsource_cone below 180.

Posted on: 2013/7/3 2:33
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Re: Effects showroom!
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Quote:

lybxlpsv wrote:
However I can't get proper cone headlight, how to make a cone headlight? The light seems didn't show up if lightsource_cone below 180.

Probably because it's not made for such lights? Or probably it's not implemented yet.

Posted on: 2013/7/3 16:05
How to create .SUR files - Tutorial
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Re: Effects showroom!
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Some corrections + normal- and parallaxmapping. Still WIP.

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What do you guys think? This site could still use better image handling (so right click on the image and select "view image" or smth like that)

Posted on: 2013/7/10 16:58
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Re: Effects showroom!
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WOW! Phenomenal!!! really awesome! It looks chrome-plated though.

Posted on: 2013/7/10 19:50
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Yea, extremely good, but could be better ;p

Posted on: 2013/7/10 19:54
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Quote:

DirtyLittleGirl wrote:
Yea, extremely good, but could be better ;p


I guess you have to tell exactly WHAT could be better, otherwise he doesn't know it.

Posted on: 2013/7/10 19:56
How to create .SUR files - Tutorial
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Re: Effects showroom!

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Skotty., hey, dont be so angry. I thought it's obvious.
For better result vanilla texrures must be redrawn a bit and normals must not smooth panel details so much (to avoid 'chrome' photoshop-filter-like effect). This is very easy, but result will look bit better.

Posted on: 2013/7/10 20:48
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