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There are currently 19 users playing Freelancer on 45 servers.
August. 16, 2022
The Starport Forum Index > All Posts (LancerSolurus)

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Re: Thoughts about shipmaking and mods
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Actually I have seen you do a lot of nice ships. I was unable to test them due to them being in the cmp format.

Posted on: 2013/4/15 18:14
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Re: GE Demo Videos And Pics
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This is a test from the latest 2 day old project - deferred rendering. This is a map I converted from a free Quake 3 map from Trak. I've already added light ambient, light diffuse, normal mapping, glow mapping. Specular mapping isn't cooperating even though its the exact same one I use in the forward shader.

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Posted on: 2013/4/9 6:44
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Re: GE Demo Videos And Pics
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LOL, I agree Timmy, if I hadn't been programming for more than 30 years I doubt I would even attempted this project. As far as building it, I do all of the coding but I'm not the only one who has put stuff into it. Sol Command & Fur Ball have contributed most of the models, Mathew Pablo and Rich Douglas have contributed the music (114 & 23 songs respectively). Also various other contributions from the users here as well, such as Alucard and Romuald.

Posted on: 2013/4/5 18:34
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Re: GE Demo Videos And Pics
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Actually I'm kinda the same way. I completed most of the space part of the game long ago. It was at about 10% as difficult to do that part as handling the FPS side of the game. When dealing with a ship there is only so many things you can add for it (hp's, equipment, storage, missions, movement etc) but when dealing with a playable character added to the mix the possibilities expand exponentially. In that case you add personal interactivity, model animations, point and click pickup, personal storage, animated cut scenes (even FL has this in SP), secondary storage, crafting, hardpoint handling on animated meshes and so much more. If it hadn't been for my many years of working with FL I probably wouldn't have even bothered with the space portion of the game. But I felt it was needed to complete the game experience. In GE the main focus though is the first person aspect of it, not the ships. I wanted the player to feel connected to their character so that is what it revolves around, not an impersonal ship. Ships are property, the player isn't. You can fight battles with your ship but you can also do that with your character. Anyways, I'm rambling, hope all of you enjoy it when I finally release the full version...

Posted on: 2013/4/2 12:19
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Re: GE Demo Videos And Pics
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Skotty summed it up fairly well. Plus there are very few people I would trust to have the ability to work on the engine, FF would be one though.

Most of the coding is done at this point, I mainly want to overhaul the AI handler and FX system to be more robust. The additional graphics stuff is really just extra icing on the cake. Mainly trying to finish up the code so I can focus on the MP side of the game. That part is still very much in the basic stages.

Posted on: 2013/4/1 23:03
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Re: spacescape-0.3
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It's very configurable. I used it to make a few star cubes for my game engine. You shouldn't have to do any rotations on the maps, just reorder them in your cubic backdrop.

Posted on: 2013/3/31 21:38
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Re: GE Demo Videos And Pics
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I will try doing that, it was one of the methods I had intended on testing, since it works for you then I know it's possible. I had attempted to restrict rendering to a portion of the texture but it wasn't working as intended. It still rendered to the entire texture. I haven't messed with stencils much so I need to look into using them...

Posted on: 2013/3/29 23:48
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Re: GE Demo Videos And Pics
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Well my understanding of CSM is each cascade has it's own set of geometry to be rendered. So how are you able to use the same stencil buffer for all? Each cascade afaik would have it's own view frustum or are you using the largest frustum for the stenciling?

Posted on: 2013/3/29 23:35
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Re: GE Demo Videos And Pics
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I did the same because without a depth/stencil buffer the shadows showed thru objects. I have also been looking into using TSM (trapezodal shadow mapping) since it works well with a single pass method. Since it already requires 4 passes (depth,screen space shadow, gaussian vertical and horizontal passes) I am trying to avoid any more rendering.

Anyways, it's still pretty impressive for a hacked together engine.

Posted on: 2013/3/29 23:20
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Re: GE Demo Videos And Pics
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Nice collection of features added into it. BTW, how many passes did it require for the cascaded shadow mapping? Been trying to figure out a method of doing it it one pass to no avail...

EDIT:
Lol, I was looking into SMAA implementations, the first entry on the google list was....

http://www.gamedev.net/topic/623655-s ... lementation-weights-pass/

Posted on: 2013/3/29 22:26
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Re: GE Demo Videos And Pics
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I haven't really studied the different forms of filtering yet. I had heard the same that SMAA was better though. What other types of effects did you add to your render engine?

Posted on: 2013/3/29 21:52
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Re: GE Demo Videos And Pics
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I thought you did it thru the use of a post processing filter? I worked on trying to get MSAA to work but I ran across some info on the MS site that said it doesn't work with render targets. Once I turned it off the render targets worked properly. Unfortunately this is the main issue with doing deferred rendering. I just haven't gotten around to adding a smoothing effect since FXAA is working good, the jaggies only show up when its being captured. I may do it once I implement SSAO since I already have a depth and normal render targets implemented. Haven't decided which type of blur yet, I would use a guassian type but it's a bandwidth hungry format. It's what the shadow map uses. It's based loosely off of this page...

http://www.gamedev.net/page/resources ... /soft-edged-shadows-r2193

And here is another shot of that cityscape

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Posted on: 2013/3/29 21:40
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Re: Kuze's Freelancer Ship Pack 3
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Your getting really good at modelling, excellent work!

Posted on: 2013/3/29 20:17
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Re: GE Demo Videos And Pics
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Thanks guys, that one was a pain to convert. The UV map didn't hold properly when converted even though it looked fine in the modeller. Since I already have UV tiling built-in to the engine, it was simply a matter of finding the right values. BTW anti-aliasing is turned on thru the NVidia panel. Since I use render targets it can't be turned on thru DX. What I see rendered doesn't have any jaggies but it seems Fraps captures the pics before it's applied (FXAA)...

For the tool pack, here is one by Alex

http://dl.dropbox.com/u/10971457/Free ... rilliance%20backup.tar.gz


Posted on: 2013/3/29 20:13
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Re: GE Demo Videos
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New city scape model

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Posted on: 2013/3/29 5:03
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