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There are currently 46 users playing Freelancer on 37 servers.
February. 24, 2018

Browsing this Thread:   1 Anonymous Users



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Re: OpenGL Rendering
Just can't stay away
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Nice one, dude.
Congrats. Now you just have to make about 500 ? more.

Posted on: 1/21 16:07
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Re: OpenGL Rendering
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And who says that hasn't already happened?

It's just when I roll the puppies out it's going to be in MY mod.

However I'll probably leave them to the site in my will.

Other that R_dts3 I rendered for the tutorial what you've seen on my models (except UberFoker) are pretty much stock Freelancer mats only redone into seamless and such.

I'm really only interested in only that portion on the mats that I intend to use on my models. It's the process that's key.

Posted on: 1/21 17:17
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Re: OpenGL Rendering
Home away from home
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So here are two videos of the current state after some parameter tuning:
http://www.flnu.net/downloads/fl2901_2.mp4
http://www.flnu.net/downloads/fl2901_3.mp4

Most of the bugs are (currently) gone and only small ones are left. Fullscreen is working (although I needed a workaround and will have to revise that later).

What's left are some tools I need to write and of course polishing. After that I need to decide if I add some more stuff or directly release a first version for testing (which will be in our mod).

Posted on: 1/30 1:13

Edited by Schmackbolzen on 2018/1/30 1:23:22
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Re: OpenGL Rendering
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Nice to see you back. Hope your feeling okay now. Think I caught your cold. Great vids. Add Add studio programs to list of software I want to send.

Posted on: 1/30 4:12
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Re: OpenGL Rendering
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Hehe it's better, but still not gone. Needed some distraction.

Since it is more of a stylistic choice I am interested whether people like the different metallic look (if they notice at all). I plan to make a video where I change the parameters via GUI so one can see the impact of all the different ones (which still don't cover all the cases). Also automatic exposure control is still missing so that would be an additional factor for the visuals later on. If I add bloom this will also impact how it looks.

Posted on: 1/30 11:01
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Re: OpenGL Rendering
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I think the latest videos show the best look, cleanest height reflections and a very pleasing metallic feel.

I literally cannot wait to test the looks in your mod and in the back of my mind I hope, after its first release in the New Universe mod, that you'd be willing to share the renderer for other mods to use.

It is fascinating and humbling to see the work you put into it and the quality (you are from Germany after all, where quality is at the forefront of everything). Really great job, that's all I can say!

P.S. What's your vision for nomads, how would they look with heightmaps, will they get that organic feel or more like a shiny crystalline exterior?

Posted on: 1/30 11:13
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Re: OpenGL Rendering
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Open in new window

Posted on: 1/30 13:11
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Re: OpenGL Rendering
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Thanks eigos, that kind feedback is really helpful. This way I know I have the same perception as others, because I think exactly the same.

Yeah, I plan to make it available for everyone once it is stable. I want to test it in our mod first because then I can get better error reports from our old playerbase (at least that is what I hope ^^) and react to it with automatic updates. I think the effort for it pays off most if everyone can use it in the end. Also it might extend the life of FL a bit longer.

Also I might be German, but I am also a perfectionist so that probably goes hand in hand

As for the Nomads I prefer a more crystalline look, but I did not start working on them, yet. I have some ideas (as always ), though.

@SWAT_OP-R8R: Images are difficult to interpret, so I assume you like it. Although I don't know what exactly you find good about it

Posted on: 1/30 19:48
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Re: OpenGL Rendering
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A picture is worth a thousand words... and when garfield approves something then it must be fine lasagne.

Posted on: 1/30 20:08
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Re: OpenGL Rendering
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@Schmack: Nomads definitely need subsurface scattering

Posted on: 1/31 0:59
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: OpenGL Rendering
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Hi. Back long enough to post a peace offering.
Another 3D forum opened up archives to me I added a few too.

Pro Alpha mattes, height maps (one animated .mov map) a few "nomad like" and some textures thanks to the C4D community.

EDIT: Textures and maps now in downloads.

Enjoy.

Examples:

Attach file:



jpg  Astro 2.jpg (116.17 KB)
45232_5a80876f22cf7.jpg 400X400 px

jpg  Chem 1 bump.jpg (29.32 KB)
45232_5a8087980c0fc.jpg 400X400 px

jpg  Liquid.jpg (71.33 KB)
45232_5a8087be7a27a.jpg 400X400 px

Posted on: 2/11 17:53

Edited by Jefferson001 on 2018/2/11 18:13:18
Edited by Jefferson001 on 2018/2/17 9:27:28
Inter Arma Enem Silent Leges
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