Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Bond1 Normal Mapping shader for segments, free room segment, and tutorial

Author
Message
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th May 2010 01:18 Edited at: 19th Sep 2011 18:23
I was going to include this in a future model pack, but decided to release this shader for free and save fancier effects for a model pack.

Finally, a normal mapping shader that works with the lightmapper. Requires a pixel shader 3.0 compatible graphics card. Free segment also included , the "Containment Room", as well as the Dark Shader template.

Download files here, updated June 2011 to support dynamic lights: http://mjblosser.com/bond1_segment_normalmapping_June2011.zip

Video tutorial here: http://www.youtube.com/watch?v=CYV8aQ-hHJI

Have fun!



SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 26th May 2010 01:29
Speechless. Can't wait to apply this to...everything And thanks for the tutorial as well, bond1. Is the basis for applying this shader to static entities the same as the shaders in the Metro Theater (N, I, D, D2 pulled from the texturebank)?

Kravenwolf

bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th May 2010 01:32 Edited at: 26th May 2010 01:32
I'll have to double check on static entities. I didn't have time to test it, but it should work. Got to get some sleep now though.

Video quality on the tutorial will improve greatly in a couple hours, it's pretty gross looking right now.

----------------------------------------
"bond1 - You see this name, you think dirty."
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 26th May 2010 01:48 Edited at: 26th May 2010 01:49
This is going to be as much fun as the last FREE shader.
You are as generous as you are talented. (extremely)
Thanks Bond!

   Conjured Entertainment

 WARNING: Intense Madness
Wraith Staff
17
Years of Service
User Offline
Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 26th May 2010 03:10
Wow... This is EXACTLY what I need! One question though: I don't quite know how the shaders for the migration work, but how would this work with the update? Is everything compatible with one another, or am I just worrying about something I don't fully understand? Anyway, this is awesome!

defiler
15
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 26th May 2010 03:29
I really need to get DarkShader... this is awesome!

Thank you bond!

question: Will this shader work with weapons if we add the correct textures that it needs?

Limitless Box studios current project: Lost Contact
WWIV Studios
14
Years of Service
User Offline
Joined: 10th Sep 2009
Location: Atlanta,Georgia
Posted: 26th May 2010 04:08 Edited at: 26th May 2010 07:30
You have convinced me to buy DarkShader.

Lan
14
Years of Service
User Offline
Joined: 8th Sep 2009
Location: Earth
Posted: 26th May 2010 04:21
Does this work with X10?

[Insert Signature Here]

http://www.LanKingProductions.com/
Woolfman
16
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 26th May 2010 04:25
Dang you Bond1. Now I have to be nice and make a segment for this to give a way.
This is great. Thanks a ton.
fallen one
17
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 26th May 2010 04:31
Quote: "You have convinced me to by DarkShader."

You can if you are copying his shaders, but to come up with new ones, it seems its only bond1 that can bring new shaders. Being the one to make the footprints, rather than following in others seems rather difficult in the field of shaders, it seems its alluded all but bond1.


Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 26th May 2010 04:57
Obviously my first attempt at using this was a failure, but I did stumble upon something interesting.

A quite illuminating experience... (see attached video)

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Woolfman
16
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 26th May 2010 05:07
If it was green it would haven't been the Matrix.
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 26th May 2010 05:19 Edited at: 26th May 2010 05:23
The light range is moving with the player.

That is a stock segment that I used since it already had the proper maps (normal specular).
All I had to do was copy the _S files and rename the copies to _I.
I left the assignments in the FPS file though and I guess that is why it is glitched.
I should have deleted all the paths except the _D2.

I'll try that later, but for now I'm off to Vietnam.

   Conjured Entertainment

 WARNING: Intense Madness
teamhalo
18
Years of Service
User Offline
Joined: 6th Nov 2005
Location: florida
Posted: 26th May 2010 07:29
Wow this looks fantastic I can't wait to give this a try! Excellent work bond you are so generous!!

NEW EMAIL: tony.gaglio@yahoo.com
PW Productions
15
Years of Service
User Offline
Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 26th May 2010 07:49
*Drool*

michael x
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 26th May 2010 07:50 Edited at: 26th May 2010 17:23
bond1 does it again.Excellent work as always.now my game may be getting a big delay. so bond1 whats next a new weapon shader?



here it is bond1 new shader runs under pb mod with no slow down at all. 60fps with the water effect and a character in a large room.


more than what meets the eye

Attachments

Login to view attachments
Scope
16
Years of Service
User Offline
Joined: 14th Nov 2007
Location:
Posted: 26th May 2010 08:50
Thanks Bond1.Excellent work.
Scope.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 26th May 2010 09:36 Edited at: 26th May 2010 09:48
Nice work as always.
Been twiddling with this one and liking what I get so far.
On the left segments have no shader on right its getting there. Still needs a lot of tweaking though

I will bring down the specular and gloss as they wash out any brighter areas in the texture when you walk over them but the normal mapping is worth it alone, thanks.
Doomster
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Germany
Posted: 26th May 2010 14:50
It's been long awaited... and now that a working Normal Mapping Shader is finally available, I don't know what to say, it's just, awesome!

Thanks for releasing your hard work for free.

-Doomster

SikaSina Games
16
Years of Service
User Offline
Joined: 5th Dec 2007
Location: Reading, UK
Posted: 26th May 2010 17:34
Quote: "Does this work with X10?"


No, because this is Pixel Shader 2, and FPSC X10 only works with Pixel Shader 4 I've already tried a number of bond1's shader in X10 but they revert back to the default shaders.

The shader looks great bond1, good work .

-SSG

--=. ,=--
"Death is a surprise party. Unless, of course...you're already dead on the inside." - John Kramer, SAW III
mgarand
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 26th May 2010 17:49
good job mate!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th May 2010 18:13 Edited at: 26th May 2010 18:16
Quote: "No, because this is Pixel Shader 2"


It's actually Pixel Shader 3.0 just to be clear. But yes, it doesn't work in X10. And it would be redundant, X10 already has normal mapping for segments.

Looks good rolfy, the right half of the image looks much more rich and detailed.

Dark Shader is a must for serious FPSC users, it provides a quick gateway to preview your models and textures with shader effects without having to build or test a game each time you tweak your textures. Every shader I make from now on will have Dark Shader UI controls for previewing.

Remember, just because you can load in a normal map doesn't guarantee it will look good. You have 3 textures now that work together to produce a final result. And like I said in the video, don't underestimate the importance of the specular texture. In my opinion, it is the MOST important texture, it will make or break the effect.

A summary of how you should treat the textures:

Diffuse: should contain mostly color information, with little to no shading.

Specular: most important texture for defining the material and surface properties. Is the material dirty, shiny, metallic, plastic, pitted, etc.

Normalmap: Defines form, and large-scale surface details.

----------------------------------------
"bond1 - You see this name, you think dirty."
WolfeClaw
13
Years of Service
User Offline
Joined: 17th May 2010
Location: The Darkness
Posted: 26th May 2010 18:19
Will this in any way lower the performance of FPSC?

SikaSina Games
16
Years of Service
User Offline
Joined: 5th Dec 2007
Location: Reading, UK
Posted: 26th May 2010 18:51 Edited at: 26th May 2010 18:52
Quote: "It's actually Pixel Shader 3.0 just to be clear."


Oops . I always thought you were optimizing Pixel Shader 2, but either way, it looks great.

Quote: "Will this in any way lower the performance of FPSC?"


It depends on your system. Any new Graphics Cards should run it fine since new ones support up to PS4.1 now (at least my old ATi 4550 and my new GT 240 have PS4.1), therefore easily kicking Pixel Shader 3 up the backside .

-SSG

--=. ,=--
"Death is a surprise party. Unless, of course...you're already dead on the inside." - John Kramer, SAW III
teamhalo
18
Years of Service
User Offline
Joined: 6th Nov 2005
Location: florida
Posted: 26th May 2010 18:51
Quote: "Diffuse: should contain mostly color information, with little to no shading.

Specular: most important texture for defining the material and surface properties. Is the material dirty, shiny, metallic, plastic, pitted, etc.

Normalmap: Defines form, and large-scale surface details."


Man I'm going to have to change my whole method of texturing. For the past year I've always put all the detail into the diffuse. I have a question bond, how do you make normal maps besides crazy bump? I am assuming that you paint your specs, and bumps yourself? What would be the proper way to go about doing that?

What would be your recommended texture size for all entities big or small? I always use 1024x for everything except I'll use 2048x for buildings.

NEW EMAIL: tony.gaglio@yahoo.com
SikaSina Games
16
Years of Service
User Offline
Joined: 5th Dec 2007
Location: Reading, UK
Posted: 26th May 2010 18:53
I'll leave this post for Bond, but I'll answer one:

Quote: "how do you make normal maps besides crazy bump?"


Paint.NET and GIMP both have plug-ins to create Normal Maps .

-SSG

--=. ,=--
"Death is a surprise party. Unless, of course...you're already dead on the inside." - John Kramer, SAW III
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 26th May 2010 19:14
K, thats it.. I WANT TO MARRY YOU BOND!
looking for more,more,more,more

Best,
Coltfang

Aaagreen
16
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 26th May 2010 19:28
Quote: "my new GT 240 have PS4.1"


Pretty sure new cards havr 5.0 now.

I'd love to see things from your point of view but I can't get my head that far up my bum.
SikaSina Games
16
Years of Service
User Offline
Joined: 5th Dec 2007
Location: Reading, UK
Posted: 26th May 2010 20:11
Quote: "Pretty sure new cards havr 5.0 now."


THey might do, but I haven't seen any at my PC Hardware store, they have the 260 and whatnot but I didn't see any with Pixel Shader 5.0. I'll check when I go there again (hopefully won't be long, Dual-Core to Quad-Core Processor upgrade here I come ).

-SSG

--=. ,=--
"Death is a surprise party. Unless, of course...you're already dead on the inside." - John Kramer, SAW III
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 26th May 2010 21:58
Really really nice work on this Bond1.
I tried the shader on several textures and I gained great results (the best using the cobbles texture of DarkShader, but thats only because I have no time to create nice normal maps for my textures for now ;D ).

I have waited a long time for something like this being released.

... efxMod Developer!
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th May 2010 21:59 Edited at: 26th May 2010 21:59
Quote: "For the past year I've always put all the detail into the diffuse."


Yes it requires a new way of thinking and working. Not as easy as slapping a photo of a brick wall onto a box anymore!

Crazybump is cool for some things, but not necessary. I like using the free Nvidia Photoshop filter to build up discrete shapes into a final normal map texure. See images below for my workflow.







----------------------------------------
"bond1 - You see this name, you think dirty."
Aaagreen
16
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 26th May 2010 22:27
Quote: "they have the 260"


GTX 480 is new now, and the latest Radeons have it too. It's a DX11 thing.

I'd love to see things from your point of view but I can't get my head that far up my bum.
moncho
16
Years of Service
User Offline
Joined: 12th Apr 2008
Location: houston tx
Posted: 26th May 2010 22:40
do i need dark shader ?
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 26th May 2010 22:48
mm they dont work with ents. look how Stock entities work..

Attachments

Login to view attachments
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 26th May 2010 23:21
they work...
you need to create new normal maps for each texture and add them into the fpe ;D

... efxMod Developer!
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 26th May 2010 23:22
Quote: "mm they dont work with ents. look how Stock entities work.."


Even with the textures "wrong" that screenshot still looks way cool, lol!

----------------------------------------
"bond1 - You see this name, you think dirty."
moncho
16
Years of Service
User Offline
Joined: 12th Apr 2008
Location: houston tx
Posted: 26th May 2010 23:46
heres a quick wall i did normal map was to hig though

Attachments

Login to view attachments
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 26th May 2010 23:53 Edited at: 26th May 2010 23:54
Here is a screen of the cobbles floor of DarkShader (with own Specular Map) and a Self-Made Wall with some little detail in it, so it isn't to much(made in about 5min).

Looks cool for me ^^

If I get some time, I will see if I can get more nice textures together.
This is really a huge step forward for FPSC!

... efxMod Developer!

Attachments

Login to view attachments
Lan
14
Years of Service
User Offline
Joined: 8th Sep 2009
Location: Earth
Posted: 27th May 2010 01:03
The reason I asked if this would work in X10 is because I think it is a pretty cool segment. Not for the normal mapping.

[Insert Signature Here]

http://www.LanKingProductions.com/
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 27th May 2010 01:09 Edited at: 27th May 2010 01:28
Edit

Nevermind...it was user error.



   Conjured Entertainment

 WARNING: Intense Madness
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 27th May 2010 01:09
Quote: "The reason I asked if this would work in X10 is because I think it is a pretty cool segment."


Oh ok. It should work fine, but you may need to rename the textures to X10's naming system, and maybe make a new fps file.

----------------------------------------
"bond1 - You see this name, you think dirty."
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 27th May 2010 01:11
Quote: "The strange thing is that this happens even if I have no light at all in my map"


Well first, you MUST have at least one light in your map, as this shader REQUIRES a lightmap texture.

Do you have the textures named according to the guidelines in the video? D2, D, I, N

----------------------------------------
"bond1 - You see this name, you think dirty."
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 27th May 2010 01:29 Edited at: 27th May 2010 01:57
Quote: "Do you have the textures named according to the guidelines in the video? D2, D, I, N"

Yes
I had taken one of the stock segments and edited the FPS, and I had also copied the _S files and renamed them _I, so I had all the files.
I know I need at least one light, and that is why I tried with no lights expecting nothing, but I got a surprise.

It was user error when I was using the light though, because I had the ambience and light range set too high. (when I cranked them down it was fine)

Sorry

I'm going to work on some orginal textures for the arcade. (check out the machines in your other thread)

   Conjured Entertainment

 WARNING: Intense Madness
Doomster
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Germany
Posted: 27th May 2010 02:17 Edited at: 27th May 2010 02:19
Well, just tried the shader, and it apparently doesn't work for me, I'm encountering a strange bug with your example segments, and my own.

The room segments are there (they have collisions and all), but they're graphics aren't in the same place.

It's a 3x3 room with one light.

Newest DX9 is installed, graphic card has PS3.0 support and it happens with, and without, Project Green.

-Doomster

Attachments

Login to view attachments
Woolfman
16
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 27th May 2010 02:57
I had that happen too when I put in a dynamic light first. But I used a static next and seem to work. Later I tried a Static with a Dynamic and that worked fine too. Odd one time bug?
Wraith Staff
17
Years of Service
User Offline
Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 27th May 2010 03:09
bond1, I just find it awesome that for some odd reason your Metro Theater pack's shaders using Pixel Shader 2.0 crapped out on me, but your super awesome, more advanced, Pixel Shader 3.0 contribution works like a charm! I WILL be using this shader for every future project (until your next big project, that is).

As I've said before, everything you make seems to bring FPSC (or should I say. FPS Studio ) to the next level! Again, this is current gen stuff and that's actually really impressive Couple this with the merger of Fenix Mod and Project Blue (being updated to use migration source) with all of the random/awesome tutorials, tips, tricks and media that have been coming out recently... Ahh, headache! Too many possibilities!

Um... Anyway , as per my previous remark, will this work with the migration and it's various other shaders, or can't anyone tell yet (before I get too much egg on my face)?

Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 27th May 2010 04:19 Edited at: 27th May 2010 04:34
YAY

I got it to work on a custom wall, but I think I made my normal backwards.

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
Lan
14
Years of Service
User Offline
Joined: 8th Sep 2009
Location: Earth
Posted: 27th May 2010 05:20
What's the X10 naming system? Sorry. I've never done anything like that before. Thanks!

[Insert Signature Here]

http://www.LanKingProductions.com/
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 27th May 2010 05:51
This is more like what I had in mind, and I took the shine off of my block as you can tell from the dimly lit areas...

All I need now is more practice.

Thanks again Bond for this wonderful shader.

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 27th May 2010 06:00
Quote: "I had that happen too when I put in a dynamic light first. But I used a static next and seem to work. Later I tried a Static with a Dynamic and that worked fine too. Odd one time bug?"


Not a bug, but a requirement of the shader. It needs to have at least one static light placed to work, because the shader REQUIRES a lightmap texture. No static light, no lightmap, no workie.

Doomster, what is your graphics card?

----------------------------------------
"bond1 - You see this name, you think dirty."

Login to post a reply

Server time is: 2024-04-18 20:59:13
Your offset time is: 2024-04-18 20:59:13