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FPSC Classic Models and Media / Regarding Outdoor Levels, Normal Mapping and so.

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alimpo83
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Posted: 6th Nov 2007 00:25 Edited at: 11th Nov 2007 00:09
EDIT: THIS POST HAS BEEN EDITED.

This Thread became my FPSC Shader Updates thread.

FUNCTIONAL SHADERS:

- Shiny Metal Shader (100%)
- Fur Shader(100%)
- Turn to Ghost Shader(Big Blue Aura, the model gets darkened to blue shades, 100%)
- Toon Shader(no Lighting, so It does not get affected by FPSC lights, still looks very nice)

Will update as I get them to work.

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alimpo83
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Posted: 6th Nov 2007 00:49
Well, I managed to get normal mapped buildings!

They are entities, dynamic BUT immobile, so that they can't be moved or thrown, so no calculations concerning physics = no lag.

I used the textures from the bumped segments found here in the forum. I think this is a good achievement to the community.
Only the floors can't be normal mapped, since they are segments, and so they have the light = turning black problem.

Take a look and tell me what you guys think! It look much better with movement. And the better: I tried about 15 segments in this screen and no lag!



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Cheese Cake
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Posted: 6th Nov 2007 01:07
The normal maps was already solved...
By ertlov...but your screenie looks weird...
I mean the normal map....did you also created a specular map for it?
And if you did, than try searching for rolfy's example in Ertlov's thread...

Personally i dont like normal maps on segments & static entities
in FPSC.
I thought it would look nicer, but it basically didnt react to lighting...
It just drawed some more lines...


Also as for your lag boxes...(save frame rate things)
good idea! Serious!

But! Why make 1 sort of box?
It would be better if you made several...
1 with all sides available, and another with some sides missing...
(polygons deleted)
That way the polygons are reduced....just a little...
But maybe it would help for some computers.


Cheers,
Cheese Cake.


Adriano jones
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Posted: 6th Nov 2007 01:43
Cheese cake, you're speaking of multiple things at once! I couldn't tell what you're saying!
(PS I love your models)
-Adrian

Adriano jones
alimpo83
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Posted: 6th Nov 2007 09:39
Thanks for the comments, and Cheese, the entities on my screen have the cubrereflect shader, was just for a test. And they do react to lighting, when you move, you can see that. And the boxes, was just a test. I'm planning on doing more of course!

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Cheese Cake
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Posted: 6th Nov 2007 11:01 Edited at: 6th Nov 2007 11:30
Adriano jones.
it was sorted out nicely ....
Or at least i think so


alimpo83.
If they really react to lighting...(like doom3, or every other game)
than could you post a tutorial.
Cause everyone tried to make shaders work good in FPSC.
The problem is...(i think, i am not an expert in shaders etc)
that the stock shaders, dont work that correctly.

They do work, dont get me wrong....
But its just, they dont look that well.


As for the boxes....
Isnt it better to make a plain 1 side model.
It would save framerate even better than boxes.

Also, i didnt meant it rude about the shaders, and boxes.
it was just some ideas.


Cheers,
Cheese Cake.


Snipesoul
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Posted: 6th Nov 2007 13:33
A video would be nice to show off the shaders in action... good work BTW!

Upcoming computer: Vista Home Premium, AMD Athlon 64 x2 Dual-Core 5600+ 2.8ghz, Nvidia Geforce 8800 GTS 640 MB, and 2 gigs of RAM all at $1600... WOW
alimpo83
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Posted: 6th Nov 2007 13:33
Yes, I got it Cheese, you were not rude.
They react to lightning,when you move from one side to another, you see them change. I'll post a video or a demo soon.

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alimpo83
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Posted: 6th Nov 2007 14:01
Here it is guys.

A video showing my entities reacting to light, you can clearly see them change!

They are entities(dynamic) but immobile ones, so that there is no need of extra calculations by the CPU.

http://www.youtube.com/watch?v=tsu0mdzeOGE

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Cheese Cake
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Posted: 6th Nov 2007 14:46
But that isnt a normal map.
I thought you meant it was a normal map....

But hey! Doesnt matter for me....never checked that shader out..and will sure do now!
Now i can see that it gives some nice effects.


Cheers,
Cheese Cake.


alimpo83
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Posted: 6th Nov 2007 15:02 Edited at: 6th Nov 2007 16:37
Cheese, it has bump the same way the bump shader. But it adds the reflect to be able to react to lighting.

EDIT: I'm editing it to get more bump and less reflection.

Tests:
When giving more Bump Power, it can be seen from farther away, it will not fade from distance.

With this quantity of bump power, one could make fake wet surfaces that will shine even from far away.

Made another test, with about 30 blocks. No lag, it seems the engine only has problems with polygon count and not with shaders: no lag when I use them, no lag when I don't.

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Avid
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Posted: 6th Nov 2007 17:52
Bumpcubereflectalpha is like the bump shader + the env shader rolled into one, so I'm assuming you need a specular map for this.
alimpo83
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Posted: 6th Nov 2007 20:09 Edited at: 6th Nov 2007 22:06
Bump Cube Reflect Alpha is:

Bump + Diffuse + ( Cube * Reflect )

You'll need:

YOURTEXTURE_D (Diffuse Texture)
YOURTEXTURE_D2 (Main Texture)
YOURTEXTURE_N (Bump/Normal Map)


for it to work.


EDIT:

Using simple tweak of this shader, created Shiny Metal Shader. It can be used of course to create shiny surfaces, with no bumps, like glasses or polished metals.

Another shader, a Fur one. Based on Shaders Free Pack.

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alimpo83
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Posted: 6th Nov 2007 23:41
Here it is a scren on the Fur Shader. I'm still trying to tweak some parts, but it's better than nothing.



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Dr Parsnips
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Posted: 7th Nov 2007 00:09
did you make this shader? im not sure how the shaders work?

HMMMMMMM
alimpo83
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Posted: 7th Nov 2007 00:17
I didn't make them, I don't know how to write a shader. But I understand parts of the .FX files, so I play with them until I get results.

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alimpo83
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Posted: 7th Nov 2007 16:33
This is an "Aura" Shader, as it adds an "aura" or illumination to the entity, real-time. Best to look at than to talk. I'm going to try and add bump to it.



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Dr Parsnips
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Posted: 7th Nov 2007 18:36 Edited at: 7th Nov 2007 18:37
how did you tweak it to make shiny surfaces then? could i email you with a few questions?? if its not too much hassle? i understand if you canny be bothered

HMMMMMMM
alimpo83
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Posted: 7th Nov 2007 19:49
You should have a look at the manual, then search in this forum.

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Dr Parsnips
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Posted: 7th Nov 2007 20:11
cheers

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alimpo83
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Posted: 8th Nov 2007 09:31
Another screen on my work on the "Aura" Shader. I changed light color and shader power.



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darimc
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Posted: 8th Nov 2007 12:41
That kind of looks like bloom, just do that to every entity and segment (if possible) and you have simulated bloom.



alimpo83
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Posted: 8th Nov 2007 13:11 Edited at: 8th Nov 2007 13:12
Yes, I've tought of that. While I can't use it in segments, I've kinda solved it creating the (anti) Lag Boxes.See above.

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alimpo83
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Posted: 8th Nov 2007 13:24 Edited at: 8th Nov 2007 14:38
Another tweak. I've changed the shader color and intensity again, and with this tweak, a normal character (in this case the officer) is turned into a ghost like one!




EDIT:

Currently, I have the following new shaders up and running:

- Fur (it has to be tweaked further still, to get a nice look, but it works;
- Shiny Metal Shader(self-explanatory);
- Fake Bloom or Aura Shader(self-explanatory);
- Turn to Ghost-Undead Shader(It turns any character into a dark blue one, with a blue lighting effect, see post above);
- Glass Refraction Shader (you'll like this one, for sure!)

I'll post a new youtube video soon.

EDIT 2:

Here's the video! Shows four shaders up and running!

http://www.youtube.com/watch?v=FoMTaq_Nv78

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Cheese Cake
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Posted: 8th Nov 2007 14:42
Looks great!

Any ideas on upcoming shaders?


Cheers,
Cheese Cake.


alimpo83
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Posted: 8th Nov 2007 14:45
Thanks.
Well, I'm still tweaking these and trying to improve them.

Do you guys have any ideas?

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Cheese Cake
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Posted: 8th Nov 2007 14:58 Edited at: 8th Nov 2007 15:41
Parralex....if it is possible in FPSC.

---EDIT---
Cartoon shaders....Thats probably a great one for FPSC.
So therefore its a must have


Cheers,
Cheese Cake.


By the way....just wondering....what are you going to do with all
these shaders?


alimpo83
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Posted: 8th Nov 2007 16:36 Edited at: 8th Nov 2007 16:40
I'm going to release some, if not all.

BTW, I don't know what the parallax effect does? Can you explain or maybe post a screenshot?

Were you talking about this? It's my aura shader applied to simple textures(with little or no gradients), it looks like cartoon!
The models are from Darkfact Pack, and if you used them, you can clearly see the difference. Tell me what you think.



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Cheese Cake
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Posted: 8th Nov 2007 19:23
Hmmm....well the cartoony shader would be more like...
XIII....the game....dont know if you know it?


Also as for the parallax thingy.... see screenie



Cheers,
Cheese Cake.


alimpo83
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Posted: 8th Nov 2007 19:54 Edited at: 8th Nov 2007 19:56
Parallax is like a very powerful bump, don't know if it can be done. I'll try.

And I loved XIII.

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Cheese Cake
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Posted: 8th Nov 2007 19:56 Edited at: 8th Nov 2007 20:15
Dont know either....but it would look very nice.

---EDIT---
Oh by the way, the aura shader is very usefull!
For example:
You play a sort of special trooper or something similiar to those lines.
You get an tutorial in the beginning of the game.
Which explains what "color"(aura-shader) belongs to what type.

Red, Big threat. Possibly boss.
Orange, Mid thread. Normal enemy.
Yellow, Neutral.
Blue, Ally.

Would be funny in a game.


Cheers,
Cheese Cake.


darimc
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Posted: 8th Nov 2007 21:46
Is this shader pack gonna be free? Or is it going to cost?



alimpo83
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Posted: 8th Nov 2007 22:00
Cheese cake:

That idea is very nice! Just like in GRAW! With a nice GUI it would look very nice indeed and add a nifty effect to the game.


Darimc:
I'll release some free, at least, not decided yet which ones. I'm not thinking about it right now, I'm more concerned on getting them to work correctly and creating new ones!

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Cheese Cake
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Posted: 8th Nov 2007 22:12
Well i know for sure...
That if these work with no problems...

Than i'll surelly buy these.

Cheers,
Cheese Cake.


alimpo83
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Posted: 8th Nov 2007 22:30
A red Aura Test.



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Cheese Cake
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Posted: 8th Nov 2007 22:37
Wouldnt it be possible to have like an real aura?
Like in your previous screens....only surrounding the target.
So the model itself wouldnt be color effected.

And maybe exand the aura...so its a bit bigger.

Looking nice from your screenie...
But now the whole model is red.
Which would take the looks away from the original texture.


Cheers,
Cheese Cake.


alimpo83
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Posted: 8th Nov 2007 22:43
The problem is that in my previous screens, when I use a white aura, the aura itself doesn't affect the model much, because it's white. When I change the aura colour, the whole model gets affected, because the aura is applied to all of the model. But i'll try to tweak it.

Concerning the aura size, it's easy to get it larger.

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Avid
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Posted: 9th Nov 2007 13:12
Anyway to apply the metal shader to just certain parts of the model? I could really use something with that capability.
alimpo83
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Posted: 9th Nov 2007 14:32
Well, I think that can be achieved when creating the textures, when creating diffuse and normal map ones.

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alimpo83
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Posted: 9th Nov 2007 21:55
Well, I've read water couldn't be done in FPSC. Well, that wrong. Too wrong!

I've made a small slogan to my ficticious company, Limpo Arts.
Limpo Arts - The Limit is your Imagination.

And it truly is!

The video shows a Fresnel Water Shader applied to a wall model. While the model isn't good and the textures the same, you should take a look at it.

(can't seem to upload to youtube right now, will do it later!)


This screen shows the same shader applied to a good model!



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Cheese Cake
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Posted: 9th Nov 2007 21:58
Very cool!
Would the colors be changable?

Anyway looking nice!
And which model is that?

Would love to see more!


Cheers,
Cheese Cake.


alimpo83
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Posted: 9th Nov 2007 22:03
Ehehe the model is a cool one indeed.

The shader is animated, which means the water is simulated real-time. It looks very nice,you'll see when I upload the video.
Fake water reflections on the walls can be done with intelligent texturing, the shader does the rest and animates them.

BTW, I'll download the NVIDIA Shader creator tonight,so expect more cool shaders soon.

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alimpo83
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Posted: 10th Nov 2007 01:21
Here it is, the new shader video!

http://www.youtube.com/watch?v=lVrNzfSo5-s

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Nomad Soul
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Posted: 10th Nov 2007 15:41
Alimpo83

Great work on these shaders dude.

Are all of these shaders stock FPSC which you have amended or have some of them come from the Dark Basic Pro packs or other?

Where did the original window refraction and fresnel water shaders come from?

I've just downloaded FX composer 2 as it contains an applicatio called mental mill which allows shader creation with no programming knowledge by adding different nodes and textures together until you have the desired effect. Although I have no idea if FPSC will be able to use the output .fx files yet of course.

When will you be releasing some of these? I'd love to have a play with them

Nomad
alimpo83
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Posted: 10th Nov 2007 18:16
I've been working mostly with free shaders, testing and tweaking. Only the Metal Shiny is based on the stock FPSC Shader Cube Reflect.
The window refraction and fresnel water are from free db shaders found in the forums.

I'm not releasing nothing until I feel they are ready for all uses!
I'm thinking about downloading that nvidia program too, it seems great and with some tweaking I think the shaders it produces can be used in FPSC.

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fallen one
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Posted: 10th Nov 2007 18:23 Edited at: 10th Nov 2007 18:26
There are 2 dark basic packs with heaps of shader, like about 30 in total at least. Not sure if you have those, would be great to see them in fpsc.

personally Id like to see, in order of most wants, an outline shader for black outlines,a toon shader for shading, good glow effect shader for objects glowing, a bloom shader and a working depth shader like a good working normal map/parralax and also specularity.

Its great you are working on shaders, these have been overlooked for so long.

Quote: "I've just downloaded FX composer 2"

Theirs a shader maker program for Dark Basic that will make shaders for DB, should then be able to make them for fpsc, only shaders ffrom DB didnt work till it seems now, when this fellow started tinkering with them.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 10th Nov 2007 18:52
I'm getting some progress on getting a true toon shader working in FPSC.

It's still a WIP and buggy, but you can already see it's getting cartoony!



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fallen one
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Posted: 10th Nov 2007 19:58
Hey thats pretty good, it would be good if one can control how thick the line is, also a shader that adds the cartoon shadow whould be good as well. I hope that outline shader works, Ive been wanting one of those for ages, Looks good so far, I hope you get it working

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 10th Nov 2007 20:36 Edited at: 10th Nov 2007 20:52
The line thickness is what I'm trying to control now.

EDIT: Line thickness SOLVED! Just need to sort the reflection thing out, and it will be done.



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fallen one
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Posted: 10th Nov 2007 22:13 Edited at: 10th Nov 2007 22:14
thats so cool, I love cartoon games, if this works we will be able to make our own. I will be the Ralph Bakshi of fpsc video games

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html

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