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FPSC Classic Product Chat / [LOCKED] Nomad Mod (Dynamic Lighting) Official Thread

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am Crytikal
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Posted: 17th Sep 2014 18:10
That's a shame about dynamic shadows.

Hm, I noticed that in Setup.ini there is a "postprocessing=2", which turns on DOF when set to 2. But I don't see any change when running your mod, is DOF not present in FPSC (then why does setupdescription.txt say "set to 2 to enable DEPTH OF FIELD rendering"?).

Is DOF use adjustable through ini, maybe how much DOF is applied and at which distance? I don't know if Nomad mod improves DOF as well or not though.



Quote: "Meshes need to be optimized before importing into FPSC. The highest poly model in Nomad Mod is the juggernaut character which is 4,401 polygons and uses a 1024x1024 texture. I noticed the .x file is 15mb which I can compress to 2mb but FPSC seems to compile to around 11mb for its native .dbo format in both cases."


But wait, is there specific limit to the polygons used for models in FPSC overall? (like UDK has 65535 vertices limit for models)

I am asking because I can use the highest quality model in smaller maps compared to lower quality one in others (larger maps) if I knew what is the limit I should aim for. Nomad mod improves the performance considerably from what I have seen, so I am sure we can through in more polygons at the screen when using your mod, can't we?
Nomad Soul
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Posted: 18th Sep 2014 23:04 Edited at: 18th Sep 2014 23:18
@Mriganka
I think the best solution for your grenade question would be to use s4mod zeta then you can dual wield the grenade with other weapons and throw them whenever you like. There is a grenade included in the stock ww2 weapons so it should be very easy to set this up. I'm glad to hear nomad mod is working well for you.

@am Crytikal
Please do not set the postprocessing command in the setup.ini file to 2 as this does not work properly and leave this as 1. Nomad Mod v1.1 has depth of field integrated and dynamically activates when you aim with a weapon. This will be available in the next update and you can play an early demo now in the link below.

The only documented limit I've seen on the forums for a FPSC model is 40,000 polygons but I don't think there is an official limit documented anywhere. Somebody else might be able to correct me on this. I would only recommend a maximum of 3-5 enemies to be active at a time to ensure the dark ai performance is not impacted.

Nomad Mod v1.1 using Depth of Field


Nomad Mod v1.1 Early Playable Demo
http://www.dabalisticsoftware.com/files/NomadModDOFDemo.zip

- New integrated Depth of Field effect (right mouse to aim)
- UV texture map fix on the ventilation shaft frame
- Alternative post shader with motion blur disabled
- Alternative texture for window refraction (contributed by Madcow)

* This demo is using the new server login feature in Vishnu Extra v3.0. Another fine update from s4real.
Username = nomadmod
Password = dof

am Crytikal
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Posted: 19th Sep 2014 02:16
Why is there a server login in demo? I logged in and apparently it downloaded some data, but I had to run some other app so I closed the demo window without playing it. When I relaunched, it started downloading all that data again and when I clicked Play, nothing happened (Nomad Mod DOF Demo.exe runs in process explorer).

I closed the window and it downloaded everything again and after clicking play, again nothing happened.

Anyways, I'll just wait for mod download instead since it works for me in FPSC directly.
am Crytikal
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Posted: 19th Sep 2014 02:20
BTW, from screenshot of DOF during aim. The DOF should be applied around the weapon in V formation.

Basically, everything in front of you should be clear and only sides of your weapon should have mild DOF applied.

I am guessing you are using COD like DOF where the enemy pointed at is visible and everything else has DOF? Personally, I find that method terrible since it looks unnatural. I believe Crysis 3 (and some recent games like Sniper Elite 3) have used V method of DOF instead. Though I am not sure if it takes more effort to implement or is a mild adjustment to DOF effect.
Nomad Soul
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Posted: 19th Sep 2014 15:52 Edited at: 20th Sep 2014 16:18
@am Crytikal
The server login is a new feature in Vishnu Extra v3.0 which I'm using to package the demos. I've tested with s4real and not had any issues but re uploaded today so please download and try again using the same username and password. If it still doesn't work for you I'll re upload without the login.

The DOF implementation applies the effect based on distance from the camera when aiming a weapon. There will also be a script so you can activate this with trigger zones so it could be used when talking to NPC's etc. It doesn't have the advanced settings you would find in AAA game engines but you can modify the focal distance and blur size. Personally I prefer a more subtle effect but once nomad mod v1.1 is released you can play around with it.

It's difficult to capture DOF in a small image well so you will get a better idea by playing the demo.

Nomad Mod v1.1 using Depth of Field


s4real
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Posted: 19th Sep 2014 17:16
@am Crytikal :- Nomad has go his game online and thats why its downloading some data so you can play the game.

What OS are you using as this has been tested on windows 8 and working fine for me and tested on windows 7 and working fine as well.

best s4real

Amd fx4100,6gb ram,geforce 450
am Crytikal
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Posted: 19th Sep 2014 17:18
OK, the new demo worked.

Few observations:
- DOF applied blurs a lot of area all over the place, even the weapon and the hand. It looks like the DOF is being applied all over the screen, I don't know why that is. It doesn't look like it's based on distance like you see in games like COD.

- The DOF starts and ends abruptly when you go in and out of iron sight. It should fade in-out gently but in demo it actually fades out with a 0.3 second black fade-out.

- Nice revolver.



A side question, what are you using to export models, static and animated, for FPS Creator? I am used to FBX so DirectX exporting is new to me. I am trying to use "kW X-porter for 3ds Max" at the moment (haven't imported anything but it exports to X format only). I notice that you have .dbo, .fpe, .bin exports for your models along with .x, is there a reason for that?

Also, is there specific naming system for normal maps and specular maps for your mod? (like Doom3 had texture_d for diffuse and texture_s for specular maps).
Madcow
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Posted: 19th Sep 2014 19:54 Edited at: 19th Sep 2014 19:55
One question, do you think that dynamic DoF could work with vanilla ?

"I like to keep this handy, for close encounters."
am Crytikal
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Posted: 19th Sep 2014 23:53
OK, I was able to get the Max 2015 exporter working and models now import fine.

I also discovered that I could open .fx in Nomad mod and tweak them around (is that a good idea?).

Is there some software that allows you to tweak/create shaders? (unless it requires hardcore programming)


Going to mess around with normal and specular mapping now.


Also, no idea how long it is until I can post messages without waiting forever for them to appear.
am Crytikal
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Posted: 20th Sep 2014 00:01
Are dynamic shadows broken in FPSC or is it Nomad Mod?

http://i.imgur.com/qQ5X5lp.jpg

I get that when I enable dynamicshadows, is that normal?
Nomad Soul
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Posted: 20th Sep 2014 16:11 Edited at: 21st Sep 2014 22:35
@am Crytikal
Thanks. I'll take another look at the DOF and see if I can improve on this further before the v1.1 release. The shader is activated using a script which swaps this with the one currently being used. I don't think there is a way to transition between post effects at the moment.

I use fragmotion to export models for FPSC as it supports static models and dynamic models with animations for the .x format. When FPSC compiles a model, it automatically creates a .dbo and .bin from the .x file and uses them for the game. I'm guessing it uses .x for the original model as this is a more common format.

@Madcow
Nomad Mod is designed to work with FPSC vanilla but you need to use v1.20 BETA17A. Therefore DOF will work in vanilla providing you are using this version. The only feature in Nomad Mod which is specific to S4Mod Zeta at the moment is dual wielding.

I have now added the 2nd new feature to Nomad Mod v1.1 which is cell shading for anyone interested in making a game with a borderlands type look.

Nomad Mod v1.1 using Cell Shading


I'm also now using Vishnu Launcher so I can include all of the Nomad Mod playable demos in a single place. You can download the launcher from the link below and I've removed the server login for convenience so you only need to download the files.
http://dabalisticsoftware.com/files/NomadModDemoLauncher.zip

Mriganka
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Posted: 20th Sep 2014 20:10
It would be totally awesome to have a Borderland type game. I might have achieved it using the Shader Model 3 shaders. I just made an exggagerated normal-map and the whole scene seemed to be comical (except for the boarders). And am looking forward to your updates mate.

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Posted: 21st Sep 2014 21:03 Edited at: 21st Sep 2014 22:26
@am Crytikal
You can edit the nomad mod shaders but I don't recommend doing this for segments, entities or characters. You might want to edit the post effect shaders and once v1.1 is released you can play with the DOF and cell shading in this way. There is an application called Dark Shader made by TGC and allows you to edit FPSC shaders then save them as custom shaders safely. However if you really want to edit them at a low level you will need some knowledge of programming / HLSL.

Dynamic shadows are broken in FPSC and I'm not sure why but the feature was never fully implemented or supported. There was 1 serious attempt to introduce dynamic shadows called LR Mod but it was never finished as Dark Goblin could not get an acceptable level of performance.

@Mriganka
No problem mate. Nomad Mod v1.1 will have the option of using cell shaded graphics like borderlands in your games and you can play the demo of this now by downloading the new demo launcher below.
http://dabalisticsoftware.com/files/NomadModDemoLauncher.zip

am Crytikal
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Posted: 21st Sep 2014 23:08 Edited at: 22nd Sep 2014 00:19
Along with cell-shading, is it possible to have Black and White filter AND Film Grain?

It's a shame about dynamic shadows. It looks like TGC just dropped this engine and moved on to Reloaded for no reason.

Actually, come to think of it, Film Grain would be a nice addition since it adds a lot to horror atmosphere (and we know how many horror games are made using FPSC).

EDIT: BTW Nomad, since you are making models yourself, is it just me or FPSC doesn't recognize texture tiling?

In MAX I tiled the texture in material properties and it works in UDK but it doesn't work in FPSC. I had to use 1024x1024 res on that box I posted shot of before (the screenshot posted is using 512 texture though, the tiling didn't work) to make it look slightly less blurry (of course I actually won't be using simple boxes of that size ). I could've tiled 512x512 res texture and saved some space but it doesn't tile.

Maybe there is some export setting I am not getting right? (I am using default export settings in k exporter for Max 2015)
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Posted: 22nd Sep 2014 00:29 Edited at: 22nd Sep 2014 01:31
@am Crytikal
I'm still deciding which post effect variations to include in the next version but there is a post effect included in FPSC v1.20 BETA17A called monochrome which will make things black and white.

I've attached a quick post shader that will give you black and white with film grain effect. Just replace this in the FPSC files/effectbank/ps_2_0 folder and then run a test game.

Edit - In regards to tiling, I think FPSC just reads the UV layout of the texture. I don't think it supports any other methods of reading textures.

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am Crytikal
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Posted: 22nd Sep 2014 00:44 Edited at: 22nd Sep 2014 00:47
Whoa, that looks awesome in-game.

Pic for those who are wondering >> http://i.imgur.com/SY4mmHG.png

But I believe you will make the grain value adjustable cause it's too much grain at the moment.

Also, is the monochrome filter adjustable? Or maybe it's the saturation or Vibrancy I am thinking here. Basically, adjust how much color the image loses instead of making it complete black and white (or maybe Saturation can be another effect to be added, I don't know).

Hm for a good horror game:
- Grain, a must, adjustable level of graininess.
- Saturation is needed as well, instead of making whole image completely black and white.
- Monochrome or Black and white filter is required, maybe for night scenes in horror game. Another good affect.


Great job btw, I am really looking forward to 1.1, more than ever now.
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Posted: 22nd Sep 2014 01:55 Edited at: 22nd Sep 2014 02:04
@am Crytikal
Most of the post effects are exposed and adjustable using Dark Shader and this is the safest way to edit them and to create variations. Things like depth of field and cell shading have a separate shader but there are a couple of things which can be adjusted with those also. I'm going to include some post effect variations in the v1.1 update for people that don't have Dark Shader and just want to use them out of the box.

am Crytikal
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Posted: 22nd Sep 2014 02:06
Ah well I don't have Dark Shader and I doubt it that I would be able to understand much of it even if I did (not a programmer.. at all).

I'll wait for you to tweak it yourself. Maybe a mod version with "Low Grain + No DOF + No Motion Blur + Saturation option" and another with Medium Grain + DOF and MB, etc. etc.
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Posted: 22nd Sep 2014 02:23 Edited at: 27th Sep 2014 00:52
@am Crytikal
Sure. Attached another version you might like if you wanted to go for something really moody in a horror setting. Also reduced the film grain effect.

Nomad Mod v1.1 using Film Grain / Film Noir


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am Crytikal
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Posted: 22nd Sep 2014 03:23
Niiiice, this is exactly what I had in mind when I asked for BnW filter initially. A more Noirish vibe.


Will it be possible to make it so that when in specific are (like outside) we can use BnW shader and turn it off when inside? I guess changing maps is another way but in a level with both indoor and outdoor environment, that would be nice way to control it (I am still learning FPSC so there probably is way to call different shader scripts).

Hm I am guessing you messed around with contrast. Maybe contrast adjustment with saturation option (to adjust how much color is in scene) will be the perfect addition.

As for grain, I honestly couldn't tell if it was less or not. It felt the same amount here. Grain filter is something of a pain and most games mess up by using it like this. It should be subtle, noticeable by player only when they are standing still or actually trying to pay attention to the grain present. Well, that's my personal view on it anyway, but in the end I guess we will be able to adjust it according to our needs so that's good.
am Crytikal
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Posted: 22nd Sep 2014 04:20 Edited at: 22nd Sep 2014 04:28
OK, I edited the fx a bit and bought the grain down to acceptable level (0.1) but I can't seem to turn off the monochrome effect at all.

Setting Monochrome to 0 makes the whole screen green, setting it to 0.5 makes the game slightly less green. No idea why it won't just turn off at 0 instead of making whole image green.

Maybe I am mistaking it for Vibrancy or Saturation setting of the screen (like Photoshop) where I can adjust the saturation, from Black and White to Color and EVEN more color with higher saturation. That would be much better since it gives developers more freedom instead of Monochrome, since Black and White can be achieved with 0 Saturation of the scene anyway.

I also added a bit of BrownSepia tone for that old look cause, why not?

http://i.imgur.com/dIw1xNg.png

Love it.


PS: Like the Scanline effect as well. I just turned it on and set it to 1.0, looks cool.
Mriganka
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Posted: 27th Sep 2014 07:59
This post in especially for Nomad Soul regarding the 1.1 update. Well, the shader that you use for the character in your mod is nice, but I would recommend the shader in the attached post if you are to use it with the mod. You might already have it - 'lambert_subsurface_illum_fresnel_hemisphere_shadow.fx', or even your shader might be based on this shader. But, I don't know that.

Also, I have found that this shader has a better system of responding to dynamic lights, and a better planar shadow projection (it looks good too). And, it is also less performance demanding. So, if your next update can feature this it would be uber (and yes, with some tweaking).

And here are the tweaks that needed to be done, and I will be posting images as soon as I figure out how.

1. The shader uses all of the four I,S,N and D(2) textures. But the shadow projection in only on the plane surface that corresponds to the x and z axes. It would be ultimate if the projection also be on a vertical surface (because, when there is a wall, the shadow just goes underneath it).

2. The shader, especially the shadow, responds very well to static lights and the change according to the direction and distance from the lights. But, the shader does not respond well to the player camera at times. For example, the character using this shader is on the edge of a map with a few segments behind it and the light source too is a few segments from the character. Usually, the shadow looks uber cool, but as soon as I get behind the player, the shadow shortens, as if the character is very close to the light source. This should be fixed.

3. Only a single shadow is projected. If shadows in multiple directions could be presented, which are affected by various light source in the vicinity, it will be awesome.

4. In both the shaders, I have seen that, the gun shadow is not emitted even if the character and the gun uses the same shader. This should be made available.

5. Some functionality tweaks should be carried out.

And, please note that I might be wrong at some points, so please do not form any other opinion about me as I am just trying to conceptualise some points. And, yes, I don't know DBPro. Also, this shader was freely available at various threads without any restrictions, so I took the freedom to post it as an attachment in this post. And, forgive my English, if I have made any mistakes. I'm Indian.

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Nomad Soul
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Posted: 28th Sep 2014 02:22 Edited at: 28th Sep 2014 02:24
@am Crytikal
It will be totally possible to have the film noir shader being used outside and switched off inside. You just need to have a trigger zone on either side of the building door with the desired post effect script added to each. I will include scripts for all the new post effects in the update.

I've decided v1.1 will be the new post effects and small fixes / updates so I can get this released then I will focus on more object shaders for v1.2. Also had some great news and Errant AI has given permission to include his flashlight model so there will be 2 to choose from in the next update. Rolfy has also given permission to include one of his awesome sci-fi skyboxes to compliment the demo so lots of nice things coming in the mod soon.

@Mriganka
Wow, thanks for sharing this as I didn't have it already. I think this is an improvement and will certainly include this in the mod. I'll take a closer look so it can be included in v1.2 which will give me some time to look at the other points you made. I'm aware of most of these and can't make any promises but this is a fantastic contribution and its great to receive this kind of help from the community which improves the mod.

Mriganka
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Posted: 28th Sep 2014 06:58
No probs mate. Try the shader on the Juggernaut character and see how everything captures the eye. And, there is a problem, the shader cannot be applied to objects. It can only be applied to characters. So, another shader which can be given to entities (dynamic) to project a shadow should be included. And yes, all of the above mentioned features (which applies to the shader that has been provided by me as well as the one which you have created).

And if you are modding the source code of the 17th beta of 1.20, can you see if the dynamic lightning feature can be fixed (along with the lightmap shadows feature). In the feature the shadow projection is superb but the entity which projects one does not have its sides or faces darkened properly (but partially). Also the dynamic shadow is buggy at somethings which I have to recheck again to revise it and state the problems.

A screenshot of the shader used, that has been provided by me (but not created by me), has been attached.

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Mriganka
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Posted: 28th Sep 2014 07:02
It looks damn too good, eh? Here goes another one (and sorry for the bump). Only problem is, the shader works very nicely with dynamic lights but not so good with multiple static lights (you can see it in the attached screeny.

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am Crytikal
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Posted: 28th Sep 2014 11:25
That looks pretty good.

What's the problem with static light usage with this shader exactly?
Mriganka
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Posted: 28th Sep 2014 11:54
The problem is that, the lightning (as you can see in the second picture) of the shader is not affected by the light in the room where the character is present but is affected by the light in the room behind the character (opposite to the direction of the shadow cast) because of its greater range. You can see what I am talking about a few scrolls above.

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Posted: 28th Sep 2014 23:44 Edited at: 29th Sep 2014 01:24
@Mriganka

I'm not planning on doing anything with the source code. I'll leave this to s4real and others who are more qualified and more familiar with the source.

I've been doing some testing with the shader you provided and whilst the shadows look great, there are some limitations. I've not experienced any issues using multiple static lights or at least it wasn't significant enough to really stand out.

The most significant issue is the fact planar shadows are projected even when there is no geometry so if an enemy is standing on a ledge or anywhere there is no floor the shadow is projected on thin air. I imagine this would also be an issue for projecting shadows on the vertical axis but even worse. The same is true for the shader I'm using but the projection is limited to being directly down onto the floor so its not so much of an issue.

There might be some value in trying to get this shader working with dynamic entities but I don't see it being used as a general purpose solution for shadows. Therefore I think I'll keep the existing planar shadows as the default for the mod but if a map was designed specifically with your shader in mind it could still be used to great effect so will include this as an alternative.

Perspective Planar Shadows (Best Case / Worst Case)


Mriganka
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Posted: 29th Sep 2014 06:41 Edited at: 29th Sep 2014 06:47
That is true. It depends in which scenario it is being used on.

Apart from the shadow cast, if the lightning style of (my provided) shader is adopted, the models would look better.

And also a similar shadow such as yours or the one I provided should be adopted for dynamic entities as well the vweap of the weapon being used. The only problem is by default, they can only be applied to characters.

Also, out of inspiration from Spyra (by Wolf), out of fun, I started designing my own dungeon level. To give the player a creepy effect, wjich one of the shaders should be adopted?

Adding to it, it would be nice if you could integrate the better qualities of your shader as well as mine for an even better one.

And, if you are not willing to do so, can you tweak the (my provided) shader to see if the projected shadow can also be projected on a (static) vertical surface?

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Posted: 30th Sep 2014 00:36 Edited at: 30th Sep 2014 00:40
@Mriganka
After spending some more time on this I've now been able to improve the lighting on my default character shader so its more comparable to the version you provided. In fact I might even argue its a bit more natural.

It is worth seeing if we can get planar shadows working on dynamic entities and I will take a look at this for v1.2. I have some doubts about projecting shadows on the vertical axis due to the issue mentioned in my previous post and probably why this wasn't done in the shader you shared. Enemy weapons are a separate model from the enemy. It is possible to create models where the gun is part of the original enemy animations so the shadows would work in that situation but you need to have custom models for all your enemies.

For a creepy dungeon game I would go with your shader as the shadows have a more Doom3 like feel and if you design your levels so the enemies are only on open floors and not above you or on ledges etc it should work great. I'm going to put any further shadow work on hold until after v1.1 is released then I can give it more focus. I will certainly try and take the best elements to produce a shader which ticks as many boxes as possible when the time comes.

Here is a screenshot comparison showing the current nomad mod character shader (model on the left) next to yours and the new version which has improved lighting and a slightly darker / larger shadow on the right. I should thank you for giving me a reason to look into this as I much prefer the new version and will be making this the new default for the mod.

Planar Shadows Comparison


Mriganka
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Posted: 30th Sep 2014 06:27
Yup! It looks neutral as well as good. And I have a question for you. In some post by Henry Ham, where he posted his MP5SD with EAI riggs, I think you were the one to modify it and present the MP5RDS version. Do you have any ideas that you can share about rigging (if you were the one who made the later version)?

I know how to do it, but it requires a lot of patience and precision to get it right. And I am planning to rig JFletcher's Beretta Elite 2 hands to the weapons by EAI and the stock weapons by CyborgART.

So, any advice? Like a simpler software or websites where I can find free DirectX weapon models? I'm currently working with MilkShape for the riggs and FragMotion for the export/import business.

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Posted: 30th Sep 2014 21:58
@Mriganka
Yes I did the RDS version of Henry Ham's MP5. You would need to open EAI's weapon in fragmotion and delete the mesh group for the hands. Then merge Jon's hands into the scene and assign them to the bones of the hands you deleted. I've always tried to avoid this and would probably try re skinning the hands with a different texture first as repositioning hands and fingers is not an easy task.

Here are some quick screenshots of the amazing sci-fi skybox Rolfy has donated to nomad mod. This will be included in a future update and really compliments the demo map or any sci-fi themed level.

Nomad Mod Demo Skybox


Mriganka
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Posted: 1st Oct 2014 06:18 Edited at: 1st Oct 2014 14:27
Looks good mate. And HA! Yesterday (according to the Indian time) I rigged the stock commando by CyborgART to JFletcher's Beretta Elite 2 hands. It needed a lot of precision and time, and yes it is my first rig ever. Maybe I will have to improve the weapon at some places.

EDIT

Yes, Nomad Soul, for this rig, I had (very precisely and patiently) assigned the vertexes to the bones and the only problem I am facing now is, how do I rotate those fingers holding the trigger? It surely gets frustrating at this point.

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Posted: 1st Oct 2014 10:41
Both guys above me : Looks great.

Utinni !
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Posted: 1st Oct 2014 12:22
If I am among the 'both' guys, then, thanks!

Madcow
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Posted: 1st Oct 2014 12:38 Edited at: 1st Oct 2014 12:39
Yes, you are ^^

Utinni !
Nomad Soul
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Posted: 4th Oct 2014 19:33 Edited at: 4th Oct 2014 23:03
@Mriganka
Looking good so far. If you have any luck positioning the hand and fingers let me know how as I'm not sure how to do this. Also if you want to add a RDS component I can send you the files I used for the MP5.

Here is a bonus extra I've included in v1.1 to address your request about grenades. There is now a grenade included in the nomadmodzeta demo map which can be dual wielded with other weapons. You will need s4mod zeta for this functionality to work but its there for you. I've also just added a basic fog shader to v1.1 which can be activated with trigger zones so its now possible to have fog in underground passages or outdoor areas etc.

Nomad Mod v1.1 Dual Wield Grenades


Nomad Mod v1.1 Fog Effect


Mriganka
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Posted: 6th Oct 2014 15:54
Nomad Soul, the fog seems to be too foggy. But the shaders seem to work quite well with the fog, unlike the stock shaders. And you can e-mail me the RDS files to my e-mail give in my profile. Also the fog that you are using, is it a full-screen shader?

Nomad Soul
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Posted: 6th Oct 2014 21:20
@Mriganka
The fog effect is a full screen shader and you change the intensity. I set the fog value to 0.5 but you can reduce this or increase it as required. It can be activated using a trigger zone script so you can use it outside or in specific areas.

Nomad Soul
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Posted: 6th Oct 2014 22:04 Edited at: 6th Oct 2014 22:16
Nomad Mod v1.1 is now available to download.

New Features / Updates:
- Depth of Field when aiming weapons
- Cell shading for Borderlands style games
- Film grain with sepia or noir style
- Fog effect for underground / outdoor areas
- FOV script to set camera field of fiew
- EAI LED flashlight pack now included
- Alternative window segment and bump map
- Dual wielding grenades (requires S4Mod Zeta)

Fixes / Improvements:
- Improved character shader (lighting / shadows)
- Compressed juggernaut model from 15mb to 2mb
- UV texture fix on ventilation shaft frame
- Improved water scripts (can trigger on and off)
- Trigger zone scripts included for all post effects
- Updated Nomad Mod user guide (see FPSC Docs folder)

Post Effect Demos:
There is a new folder in mapbank\nomadmod called 'post effects' which contains example demos for all the post effects. These are setup with their respective trigger zone scripts.

Useful Information:
- If you want to make any of the post effects e.g. cell shading the default shader for your game, please make a copy of the shader, rename it to 'post-bloom.fx' and place in the effectbank\ps_2_0 folder.
- Please note the default post effect no longer uses motion blur to improve performance on lower end machines. You can still use this as the default shader by following the instructions above.
- Press Left Ctrl when selecting weapons to dual wield if using Nomad Mod with S4Mod Zeta. The nomadmodzeta demo level now also contains dual wield grenades.

Edit - You need to run the FPSCreatorCleaner application after installing Nomad Mod v1.1 to ensure all the updates are applied properly.

Mriganka
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Posted: 7th Oct 2014 07:20 Edited at: 7th Oct 2014 07:32
I am in love with the cellshading shader. But I need your help. Do you know how to disable or change the default bloom that is set by the engine when posteffects are set to 1?

Oh, and see the attached pic for the amaizzzingness of your cellshader.

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Nomad Soul
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Posted: 9th Oct 2014 01:21 Edited at: 9th Oct 2014 01:26
@Mriganka
Glad you like the new cell shading feature. Your screenshot looks great and if you are going to do a game in this style I would like to see what you come up with. There aren't too many cell shaded games around but games like Borderlands have shown their worth.

I think you mean setting postprocessing=1 in the setup file. If so this just tells FPSC to use the 'post-bloom.fx' shader in the effectbank\ps_2_0 folder. If you set this to 0 it doesn't use a post effect shader. Therefore to change the amount of bloom you will need to amend the shader itself. For the nomad mod default post shader you need to modify the values shown in the code box below.



Mriganka
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Posted: 9th Oct 2014 12:56
It works perfectly fine. It is just that I was thinking that the postprocessor was in the folder effectbank\posteffects or something. But yeah, I am in love with it. Gives a sense of coolness when used, and looks great with TF 341.

Mriganka
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Posted: 19th Oct 2014 15:21
BUMP

Hey Nomad Soul, this post is more or less a request. If you get time for the version 1.2 update would you be able to modify the shadow shader (both the ones - yours and that lambert hemisphere one) so that it does not use the illumination map in one case and in the second case, it does not use any other texture maps (except for the default texture) for the shadow?

The thing is that I have a few characters without any shader maps and I seem to be too lazy to create them. So, it would be bloody nice of you to make one (which doesn't use shader maps of course).

Also, can you see if those shaders can be used in case of entities? From what I have read, these shaders use the bones animated objects for the projection. So, making one to NOT use them would be quite a hell of a work.

Nomad Soul
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Posted: 4th Nov 2014 00:56 Edited at: 4th Nov 2014 00:57
@Mriganka
LOL. I'm not intending to do multiple versions of the character shader depending on which texture maps you can be bothered to make. My advice would be to purchase something like Crazybump, Shadermap or Bitmap2Material so all you need to do is load a diffuse texture, click a button and they all get generated for you. These are not just handy for FPSC but for any game engine or similar products.

Nomad Mod v1.2 will be done soon. I took a break for a few weeks but recently added some updates. I'm intending to look at the shader you provided in more detail later on.

Mriganka
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Posted: 4th Nov 2014 06:43
Hey, I hope that you got the various shaders that I e-mailed you. And, is it possible to introduce any shaders by Evolved into FPSC?

And I saw one of your threads where you inserted some codes from Evolved or someone into a 1.20 beta to enable proper dynamic shadows. They looked awesome!

The Big ZK
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Posted: 11th Nov 2014 04:55 Edited at: 11th Nov 2014 04:58
I'm hoping someone can help me out with this. I'll admit, I'm not very good with the mod and shaders and stuff but I think I'm sort of getting the hang of it. How can I get rid of this "purple" effect from the blood in the pic (the female zombie)? I have to use the dynamic_spec_norm shader on characters or they glow like the one in the pic (male zombie) which is using the spec_norm_ill_shadow shader. I'm guessing I'm doing something wrong with the mod... suggestions?


Edit: Not sure if the pic is going to show up so I'll add a download

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Nomad Soul
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Posted: 11th Nov 2014 22:31
@Mriganka
Thanks I got your email. I'm not doing anything with shadows in the next update but I'll take another look once that is done. Implementing Evolved's Advanced Lighting requires a source code modification which is out of scope for this mod as I would prefer to keep it compatible with S4Mod Zeta which is very stable.

@The Big ZK
Your almost there! The character shader requires 5 textures which are:
_D2/D = Diffuse Map
_N = Normal Map
_S = Specular Map
_I = Illumination Map

You are just missing the illumination map. I've attached one for you which is completely black to tell the shader there is no part of the texture which needs to be illuminated. All you need to do is include this in the folder where the other zombie textures are and ensure the file name is correct. For example if your diffuse texture is called mobzombie5_D the illumination texture should be called mobzombie5_I and so on.

MobZombie5 + Shader


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MK83
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Posted: 12th Nov 2014 07:36
Quote: "_D2/D = Diffuse Map"
what is the difference in these two maps?

mk83 Productions

The Big ZK
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Posted: 12th Nov 2014 17:05
Thank you for the info! That fixed it, and now I've learned something new. Does the same apply to static entities? I have a couple that either won't light up or turn black when the flashlight is activated. I'm guessing I'm missing something again...

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