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There are currently 39 users playing Freelancer on 45 servers.
July. 6, 2022

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Re: OpenGL Rendering
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I don't use Freelancer engine and open GL wrapper, I rather use xNormal, because I can't use the wrapper. I give the textures to Schmakbolzen and he makes the adjustments.

You can find xNormal here : http://www.xnormal.net/

I put other screenshots as you wished.

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jpg  {2B8E391F-B8B1-460E-AF30-7165A3589F76}.jpg (188.94 KB)
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jpg  {86D8F5E7-AEA4-4361-B9F4-91D1DB4A3270}.jpg (210.69 KB)
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Posted on: 2018/1/14 15:20
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Re: OpenGL Rendering
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Really that's what I thought FF. Been modeling for Freeworlds and now updating ships in line with the new STWars look:

Sorry won't upload .jpg
Edit: It lied it did upload X2
Anyway I just found and downloaded XNormals.
Am disappointed it's another texture baker and not a a real fix for FL's graphics implement. Seems like since Microsoft started the whole .dds thing in the first place the FL engine should play nice with all the beautiful .dds DXT5's tools for normals, but in 2003 DXT1 was new and the the rudimentary DXT3 alphas for the nomads was bleeding edge.

I still believe firmly the key to fixing this is some simple recode of the .dds implement to allow DXT5 normals mapping since all the tools are there and modders for games like Fallout and Elder Scrolls have been using them for over a decade. Plus what PS user does'nt have a .dds exporter or Nvidia's .dds DXT5's normal map-height map filter?

Baking a texture seems a bit clunky when there should be a direct implementation within reach.

Almost makes me wish I was a coder. (Almost).

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jpg  Freeworlds.jpg (89.38 KB)
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jpg  Freeworlds.jpg (89.38 KB)
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Posted on: 2018/1/14 16:27
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Re: OpenGL Rendering
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I might take XNornal for a spin then becase that oblique looked really good and I'm loading in XNormal now and will have some downtime to RTFM.

At least I hope it will give my ships that "Something extra" as far as the texturing goes. Though the day someone gets real subpolygon displacement into the engine is day I'll keel over.

Posted on: 2018/1/14 16:52
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Re: OpenGL Rendering
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There's nothing that'll "fix" Freelancer's graphics short of actually replacing the renderer, which is what Schmack and I did. The texture format has literally nothing to do with this.

This isn't Unity, you don't just tick a box and give a texture and the engine magically does everything for you. The engine was never built with normal mapping support, therefore it cannot support normal maps. XNormals is just a tool to generate normal maps, it's completely useless for Freelancer since Freelancer doesn't know what the hell to do with them.

Now, with Schmack's and FW's renderers, we can support normal maps, but that's only because we specifically implemented support for them ourselves, and you won't be able to test that for a while longer.

Also not sure what you mean by "been modeling for Freeworlds"?

Posted on: 2018/1/14 19:18
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: OpenGL Rendering
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Sorry,that sounded wrong. I revamp freeworld existing ships cmps and mat files for myself and local users. Doest get seen by the server side. Getting a new ship into the game is nigh impossible as you must know but customizing existing ships is simple. I'm waiting for calls to update ships to the types in the new movies.

As for Normals Mapping it's what I figured. I've tooled through XNormals enough to see it's not doing anything I can't already do without it.


Posted on: 2018/1/14 19:44
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Re: OpenGL Rendering
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Be aware that this will eventually flag you for cheating, since modifying local files can provide an advantage. We don't condone any kind of modification of the mod files.

Posted on: 2018/1/14 19:55
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: OpenGL Rendering
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OpenSP's. Wonderful things.

Attach file:



jpg  FreeworlldsOpenSp.jpg (110.94 KB)
45232_5a5bc3ed3b071.jpg 993X676 px

Posted on: 2018/1/14 20:56
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Re: OpenGL Rendering
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Ah, so you're not talking about the actual, current Freeworlds. The one you're using doesn't have any normal mapping support (or anything really, it's plain vanilla FL).

Posted on: 2018/1/14 21:00
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: OpenGL Rendering
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l have the newest release, but I'm still having issues with WIN 10. Won't play on my VM, like most it tells it it's too ancient.

Playing with XNormals now. Comparing it to results from my other bakers. I'm thinking now it's faster than either what I have for 3DMax or C4D, question is, are the results better? I'll find out.


Posted on: 2018/1/14 22:16
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Re: OpenGL Rendering
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there is more than just one freeworlds out there

FF is right about the wrapper and that textures wont fix anything...
I am btw. not sure why you are constantly refering to the DXT5.
FL is generally able to read DXT5... the question is if it makes sense to use them. I have some DXT5 textures in my mod but in many cases I wouldnt advice against that compression. In most cases DXT1 or DXT3 will do the job while at the same lead to much smaller file sizes (it highly depends on what you actually want to achive).

Posted on: 2018/1/15 14:46
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Re: OpenGL Rendering
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As FF pointed out to me I'm putting my ships into the ancient, obsolescent, archaic, venerable Freeworlds V1.65 with the equally decrepit V0.41 OpenSP.
Hey it's old, but all I wanted to do was see if my ships worked within their mod framework. They obviously did.

Speaking of rendering; The big comment I had with the Freewords of that time was all the ships except Imperial Ties looked like they REALLY needed a paint job or at least a starship version of a carwash. Call it a bit too much dirt in the "dirt map" and a bit too much occlusion in the ambient occlusion. Yes I suupose if you're Rebellion you have bigger issues than you're Y-wing looking like it just flew through Jabba's mud pit, but PLEASE! Any decent crew chief would down check the bird until at least get a steam clean to keep all that grime out of the hangar! A clean ship is a tight ship. Sorry, but that's my opinion. (I'm USAF retired).

Posted on: 2018/1/15 15:24
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Re: OpenGL Rendering
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I'll admit to not having a great opinion of old Freeworlds, for many reasons... One of which was the very poor overall quality of the assets. "Everything and the kitchen sink" was the favored approach and it shows.

We should probably move this discussion to another thread if we want to keep going though.

Posted on: 2018/1/15 15:54
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: OpenGL Rendering
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Quote:

FriendlyFire wrote:
We should probably move this discussion to another thread if we want to keep going though.


Yeah it would be nice if you could continue this discussion in another topic and maybe move your replies from here into the new one as they are quite offtopic

Freestalker wanted some replies on how you like his textures so maybe we should continue there. I personally miss a better distinction between the different heights. It will look better ingame due to self shadowing, but still.

I have been experimenting with neural networks and came up with an approach which first removes the dds compression artefacts and then uses a different trained network to upscale them. After that I plan use normal algorithms for further filtering and upscaling (currently it's only a very good upscaling algorithm afterwards). The results look more than promising to say the least. Here are a few examples (click on them for full size):
Original Vanilla:
Open in new window
Upscaled:
Open in new window

Original:
Open in new window
Upscaled:
Open in new window

Original:
Open in new window
Upscaled:
Open in new window

What do you guys think? Want more examples?

Posted on: 2018/1/15 22:21
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Re: OpenGL Rendering
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I think you're on to something.
Better impression of height.

Posted on: 2018/1/15 23:39
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Re: OpenGL Rendering
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Neural net texture upscale in Freelancer ? Legit !

The result is nice. With this, FL textures, even if they are High Def, could become high quality even with a compression. Nice approach ! I shouldn't have been able to think about doing that. Honestly hats off !

More examples ? Rheinland textures please ? Because there are some details that I don't want to miss. THX ! (Edit : Just Upscale)

Posted on: 2018/1/16 18:21
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