Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Random Image
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Who's Online
31 user(s) are online (14 user(s) are browsing Forum)

Members: 0
Guests: 31

more...
Collapse/Expand Donations
Monthly costs: -30€
Income (ads): +5€
Donations (last month): +0€

Current balance: -125€
(last updated 10/2018)

Please make a donation if you want to help keeping The-Starport online:

Bitcoin address:
Thanks!
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 43 users playing Freelancer on 35 servers.
November. 16, 2018

Browsing this Thread:   1 Anonymous Users



 Bottom   Previous Topic   Next Topic  Register To Post

« 1 ... 15 16 17 (18)


Re: OpenGL Rendering
Just can't stay away
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 480
Offline
Freelancer will now be subtitled :
"Trent in Wonderland" as it is so marvelous.

Posted on: 8/13 11:35
Top
Re: OpenGL Rendering
Quite a regular
Joined:
2010/6/13 13:38
From Russia, Penza
Group:
Registered Users
Posts: 102
Offline
Wow! This sun rays is awesome!

Posted on: 8/13 23:41
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 532
Offline
Hehe, yes! I actually was surprised myself how good they look. Did not expect that. I only did some minor tweaks to the original implementation.

In the meantime I also spent some time on solving the upscaling problem of the textures. I changed the NN layers to be in my opinion better suited for upscaling and experimented with different postprocessing filters. I now have a pipeline which seems to work for all images. The results are below. I am very satisfied with the image quality. The colours have shifted slightly, because the goal was also to reduce the errors the DXT compression caused.

Some of the original small FL textures are posted a few pages back if you want to compare them.

Open in new window
Open in new window
Open in new window
Open in new window
Open in new window
Open in new window
Open in new window

So what do you guys think?

Posted on: 8/27 0:23
Top
Re: OpenGL Rendering
Just can't stay away
Joined:
2010/8/9 17:45
Group:
Registered Users
FLServer Admins
Posts: 318
Offline
Compared it with the previous examples and... Wow ! Looks very good man !
Well done @Schmackbolzen <3

THIS is the way it´s supposed to look like ! At least imho...

Greetings
J.R.

Posted on: 8/28 12:08
ENIGMA V.4 ATG HOMEPAGE/FORUM
Top
Re: OpenGL Rendering
Just popping in
Joined:
2017/7/21 10:43
From Australia
Group:
Registered Users
Posts: 17
Offline
Oh my god.. I have multiple nerdgasms every time you post a new vid or pic lol

Posted on: 9/15 15:37
Open in new window
Blake's Sanctum: Freelancer fan page containing pictures, vids, info, similar games & fan pro
Top
Re: OpenGL Rendering
Just can't stay away
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 480
Offline
Today I finished a bretonian texture, it's b_player02_256. It's a diffuse map + a normal map + a specular map. What do you think ?

Attach file:



jpg  {6BBC6D79-26DD-4060-A91F-3F7FAF049CEF}.jpg (196.39 KB)
5161_5bd06b689397d.jpg 1920X1080 px

Posted on: 10/24 13:58
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 532
Offline
@J.R.: Thanks! I thinks so too, but still am experimenting with other networks to get it more detailed. Some progress has been made...

@Blake00: Hehe, then I have reached my goal

@Freestalker.fr: It is a way to start, but I think you could add some more fine details. Also the colour palette is a little bit boring but that can be improved easily. The white reflections look more like plastic, maybe you can change that for a start. Or is this just phong lighting? There are also some texture mapping problems where it gets blurred, but I think you noticed that. Can you send me your model along with the maps so that I can integrate loading them into the shaders of the wrapper?

Btw. I started a model viewer for your preview but realized my code can not load the TBN data for the normal maps etc, yet. I need the time available for the wrapper, so it has to wait.

In the meantime I fixed problems which prevented the wrapper running on Intel and Nvidia cards. I still have a weird error which causes FL to crash on undocking in nebulas/asteroid fields and which happens only on a Nvidia card. There are still some other issues, which might be related. But I am getting there

Posted on: 10/25 13:00
Top
Re: OpenGL Rendering
Just can't stay away
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 480
Offline
I just used the color palette of the original texture but now I improved it. In fact the blurry texture come from the anisotropic filtering deactivated or the original model's UV, I think it's more UV related. I can send you the maps via PM. I used a 1024X1024 and I was very close to the model, I think the blur wouldn't be so visible ingame as the camera is more far than in the screenshot. Do you recommend to increase or decrease brightness on my spec map ?

@ Everybody : When I said "What do you think ?", I wanted some feedback of all the community not only Schmackbolzen because it's a good way to improve or confirm things.

Posted on: 10/25 15:01
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 532
Offline
I think you should open a separate topic for it where we can discuss models using the (hopefully soon available) new features. Also, since there are currently not many people active anymore, expect it to take quite a while until people respond. I hope this changes with the release of the wrapper, but you never know.

Regarding the maps: It really is highly dependent on the lighting model. I currently use one of the often used GGX equations for PBR, but there are a lot of variations and different models with different parameters and different results. Also it often is a matter of taste. If you send me the model I'll make you a video how I think it would look best and then you can make a decision. That is until I find a lighting model which I think is better and implement it (I am half serious here ) If you have roughness or smoothness parameters for your material/renderer try experimenting with the values. This also will make a difference - and also is highly dependent on the lighting model used.

Posted on: 10/25 23:13
Top
Re: OpenGL Rendering
Just can't stay away
Joined:
2010/6/13 10:58
From France
Group:
Registered Users
$$$ Supporters $$$
Senior Members
Posts: 480
Offline
Hey !

I optimized the texture ! The result is shown on a box 3d model.

I think the color palette is better and specular map too but I can be fooled.

Attach file:



jpg  {2ACE8157-1BDB-4030-B2BC-3FC71F936964}.jpg (282.99 KB)
5161_5bd4576cb13d8.jpg 1920X1080 px

Posted on: 10/27 13:18
Top
Re: OpenGL Rendering
Home away from home
Joined:
2008/7/8 21:15
From Germany
Group:
Registered Users
FLServer Admins
Trusted Speciality Developers
Senior Members
Posts: 532
Offline
Looks really nice! This is like I would have tried to make it look. If we get this into my wrapper it would look really good. The silver can made looking more like metal if you desire it, but we better tweak that with the real implementation of the wrapper.

Posted on: 10/27 14:09
Top
« 1 ... 15 16 17 (18)