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FPSC Classic Models and Media / [LOCKED] The Metro Theater - WIP teaser video

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bond1
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Posted: 25th Oct 2009 02:08
Quote: "Can you post some screenshots? Cuz I don't have time to download it..."


Screenshots won't really show off anything. Shaders are dependent on viewing angle and time, so there needs to be player movement to really see them. There will be a YouTube version that goes live when the November newsletter is out.

Quote: " reckon the only thing that made this recognizable as FPS Creator was the "Press enter to use" text that appears on every door."


Even Lee said the same thing, and suggested to change them as well so nobody would know it's FPSC. So that's cool!

I don't have any more info that I can disclose right now - this is just a WIP teaser remember. I'll have more between now and when this is released in December. Thank you for the comments and support so far!

----------------------------------------
"bond1 - You see this name, you think dirty."
Hockeykid
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Posted: 25th Oct 2009 02:11
Quote: "Even Lee said the same thing, and suggested to change them as well so nobody would know it's FPSC. So that's cool!

I don't have any more info that I can disclose right now - this is just a WIP teaser remember. I'll have more between now and when this is released in December. Thank you for the comments and support so far!"



If the emails not personal could you post Lee's reaction? (i would really enjoy reading what he had to say)

Deathead
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Posted: 25th Oct 2009 02:32
@Bond: Could you post it on Vimeo or something, as well my computer takes along time just to download it.



bond1
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Posted: 25th Oct 2009 05:02
I've been banned from Vimeo - they didn't like me posting anything from FPSC, told me it was against their usage agreement or some BS.

It will be on Youtube starting November 1.

----------------------------------------
"bond1 - You see this name, you think dirty."
AaronG
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Posted: 25th Oct 2009 05:24
Wow that's rediculous...How could Vimeo possibly say that.



Coach Shogun 20
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Posted: 25th Oct 2009 05:28
Quote: "I've been banned from Vimeo - they didn't like me posting anything from FPSC, told me it was against their usage agreement or some BS.

It will be on Youtube starting November 1."


That's dumb, there are lots of other videos on Vimeo made with FPSC, those people aren't banned. I really wish there was some way to get these shader (or something similar) in x10. I've got an idea, but I can't try it out until I get back home. This pack looks awesome, I'd say straight out of Bioshock itself if not for a few small tid-bits that have already been mentioned.

Aaagreen
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Posted: 25th Oct 2009 13:14
Thanks for the reply Bond, expect a reply soon.

Vimeo did that? Gits.

Its a good day to do what has to be done by me and help my brother to defeat the enemies
creator of zombies
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Posted: 25th Oct 2009 16:25
Did you get my email Bond?

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Butter fingers
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Posted: 27th Oct 2009 13:56
Undenyably the best FPSC video I have ever seen. The work you have done shaders here has single handedly changed the way FPSC games will look. as far as im concerned, with some of the additions made from modders, FPSC x9 with a mod and these shaders probably easily outclasses FPSCX10 now!

I'm interested in a few things -
the animated textures, like the gorgeous art deco light at the start, puddles and water flow. Initially I was like "RAR! That's a decal with a shader on it", but I'm guessing that it's just an object with a new alpha/animate/specular shader right?
How much control do we have over the animation there? Can we use as many frames as we want?

How does this interact with FPSC's lighting? I take it that the shader uses the player as the light source, but you must be manipulating a variety of UV data if the shader is working with the lightmap?!

How compatible will these be with DBpro, and will they be available for use with DB?
Also, I think you should post this in the WIP forum. I don't think there is a single DB game out there that can demonstrate shader use as good as this, and it's something that the whole community should really see!

Peace out, and congrats on what is definately the most impressive bit of FPSC shader work thus far! legend.

I want robotic legs.
SOLO DESIGN
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Posted: 27th Oct 2009 18:02
Hi bond1 superb work!!!!!

I have been using x10 since it was released, but seeing this video and effects blows X10 out the water, I am returning to x9 once this has been released.

My only issue (and it is not with your work) is why we cannot get this type of quality from TGC with everything else with x9 including -

- character animations and death sequences.
- Front end option support for 5.1 sound, etc
- Better segment editing
- Better scripts for AI and waypoint usage

etc etc etc

Perhaps they will see from this what capabilities their engine could do and support and impove more on their base engines.

No matter..........................THIS ROCKS!!!!


rolfy
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Posted: 27th Oct 2009 20:59
Yeah I am blown away by this one, it has everything in there I would want from FPSC I am really a looking forward to the release of this product from you and expect that sales will be high as they should be. Anyone buying FPSC will buy this as well as it takes it to a whole new level.
Your segments and all are very beautiful as always but personally I cant wait to get my hands on those shaders and rip your stuff apart to see whats under the hood lol.
Going to hold off on a lot of things till I get mey grubby paws on this.
AaronG
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Posted: 27th Oct 2009 22:12
@ ButterFingers

I believe the water puddles are an object with a shader and cubemap.

The shader probably also consists of using a _N and _D map with the water puddle texture it then animates, while at the same time applying a user specified cubemap (particularly of the room/atmosphere) to simulate a reflection.



Aaagreen
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Posted: 27th Oct 2009 23:03
I wasn't aware that FPS Creator supported proper animated textures.

Its a good day to do what has to be done by me and help my brother to defeat the enemies
rolfy
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Posted: 27th Oct 2009 23:53 Edited at: 29th Oct 2009 05:26
Quote: "I wasn't aware that FPS Creator supported proper animated textures"

Its the shader.

Well that is something I have been wanting to see in FPSC for some time, if thats what it is, its not animation in the sense that frames are used but one image which is slid or rotated over a surface of the model, in fact I could send ya some stuff to try out if thats what ya have going on there Bond. I think you might find these very interesting.
I know that texture slide with timing is possible with a shader but not so sure about rotation.
Edit* checked it out, can rotate texture, very nice.
AaronG
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Posted: 28th Oct 2009 03:00 Edited at: 28th Oct 2009 03:00
Yeah I believe this is how the water ripple effect is created. I was looking at some files from Bioshock, and this is what it appears to be. A shader which utilizes a cube map and single texture consisted of a Normal, Diffuse, and Specular map which, in this case is the water ripple.

Again, bond may have come up with some other idea/method of pulling all of this together.

Attached is my take on what the bioshock texture looks like. (I did it myself, no stealing/copying going on here!)

Edit: Image is rather large, didn't quite realize that, sorry!



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alimpo83
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Posted: 28th Oct 2009 11:42
It's a shader, yes. When I played with the Dark Basic shader pack a while ago, the water shader worked like that(the shader functionality, not the actual look Bond1 got!)

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bond1
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Posted: 28th Oct 2009 18:51 Edited at: 28th Oct 2009 18:52
Sorry for being mum lately. I am waiting for the big November newsletter to hit before letting any more cats out of the bag. Then I will answer each and every one of your questions.


Yes there is an INCREDIBLE amount of control you can have over the look of your art with shaders. It was hands down the best time I ever spent on learning a new skill. Now I can't imagine letting the a game engine or programmer determine how my things should look once they leave my 3d app. I would highly recommend getting Dark Shader as well, I will be exposing many variables for editing if you're not into the technical side of shaders. Even if you ARE interested in coding your own shaders - Dark Shader is the best, most lightweight shader editor out there with syntax highlighting. FX Composer is a massive, cluttered piece of bloatware...

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"bond1 - You see this name, you think dirty."
creator of zombies
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Posted: 29th Oct 2009 12:15
Quote: "Then I will answer each and every one of your questions."

Does that Include Emails that have been sent Bond?

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
alimpo83
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Posted: 29th Oct 2009 12:56
Quote: "Quote: "Then I will answer each and every one of your questions."
Does that Include Emails that have been sent Bond?

CoZ
"


That would be very nice!



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Wraith Staff
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Posted: 30th Oct 2009 00:14
@Bond1

I feel sooo stupid for just loosely following this thread! I got the vid update on my YouTube subscription and I almost fainted.
You've done amazing work in the past (revolutionary actually), but this finally brings vanilla FPSC to current gen... Words are lost when trying to come up with adequate praise! I know you're trying to keep things sorta "stealth-mode" right now, but I gotta ask a few questions (though admittedly mostly about your shaders):

Obviously your new shaders are available in the pack, but I was wondering about the ease of implementing them into... say... ModelPack 3's segments? I hate to sound like a noob, but I've never been able to get a segment shader working right. I've searched, but found nothing... Though this isn't really the thread to drum up help (It's all you man You rock!)

I've been plugging my Physix release like it's the cure for "the mother-in-laws" or something, but honestly a nice set of realistic shaders would be just what I need right now. I just can't make any long term plans without knowing if it'll work with the current media I'm using or not

If I were there right now I'd buy you a drink... so here
Cheers to Bond1... Everybody!!!

(You may get an e-mail from me at some point... hope that's okay)


Physix Coming Soon...
bond1
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Posted: 30th Oct 2009 00:21 Edited at: 30th Oct 2009 00:22
Quote: "but this finally brings vanilla FPSC to current gen"



Thank you for referring to it as "current gen". Most people still insist on calling it "next gen" as if it's some cutting edge technology that requires a super computer to run.

This is 2005 tech here. Five years old. It's time to bring FPS Creator up to this standard. It doesn't require a top of the line video card to run this pack, I can run it at 38 fps on a video card released in 2003.

I'll be answering more in a few days.

----------------------------------------
"bond1 - You see this name, you think dirty."
Wraith Staff
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Posted: 30th Oct 2009 00:36
Quote: "Thank you for referring to it as "current gen"."


It's actually a big pet peeve of mine

Quote: "It's time to bring FPS Creator up to this standard."


Yeah, now that Unity is free for indies, FPSC had better keep up, or get lost in the dust!

Quote: "I'll be answering more in a few days."


Sweet! I know that ALL of us want more... I'll be on the lookout!


Physix Coming Soon...
teamhalo
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Posted: 31st Oct 2009 06:05
These shaders are really nice looking, and the models are great as well.

Would you ever do a tutorial on how you achieved the flickering light on the theater ? Or am I going to have to scrounge through the model packs files after I buy it to figure it out =P

Haha, looking forward to this one.
-Tony

=Acid=
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Posted: 1st Nov 2009 10:49 Edited at: 1st Nov 2009 10:51
Seeing this thread I'm far by surprised at how well you made fpsc look. It seems as though you always disappear into your cave, then people ask "where did bond1 go". Unexpected BAM! you come out and release something amazing every time.

As an artist I am intrigued by how well you incorporated your models into fpsc and made them look great. I gave up using fpsc because I was really disappointed that I could not get any real specular going with the engine. It also felt much underpowered compared to what I usually use, u3 or ce2. Seeing this makes me feel like I should learn coding and what not. How long have you been working on this?

Can I just ask, are the models specular map controlled or shader controlled? I've always wanted to get specular maps working, but seems it's just plain old shaders.

If I were to crit anything in this pack, it's that it needs to come with some sort of dynamic lighting shader(which some of the props could have used eg. those couches) and also that some of the spec values were way to strong on some props. I could tell from the vid that there was limited frames with the water? Or was that just lag?

I'll probably send you an email for more of a talk later, and some more info, you are one of the top end artists here anyway. You wouldn't happen to use some sort of instant messaging service like msn would you?
Aaagreen
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Posted: 1st Nov 2009 11:51
Still waiting for that golden email Mark.

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CoffeeGrunt
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Posted: 1st Nov 2009 12:49
It's a pity the Newsletter had very little info on this in it, mostly just what we already know...

Violence isn't the answer, it's the question...
Aaagreen
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Posted: 1st Nov 2009 15:12
The only new bit of information I can spot is the bit of extra detail on the water. Apart from that...

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
bond1
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Posted: 1st Nov 2009 15:15 Edited at: 1st Nov 2009 15:17
Ok, let's see if I can hit everything in one go...here are descriptions of the different shaders and the textures they use.

---------------------------------------------------------
Segment Shaders (walls and floors):

lightmap : from FPSC
mytexture_D : the diffuse texture
mytexture_I : the specular texture, specularity is calculated from player eye position (like the default lighting in most 3d apps). Specularity attenuates (fades) as player gets further from segment so highlights do not become overwhelming.
---------------------------------------------------------

Static entities
lightmap : From FPSC
mytexture_D : diffuse texture, alpha controls transparency
mytexture_I : specular texture, same as segment shader. Alpha controls illumination. For flickering light shader, divide alpha channel horizontally and place two light states here (on and off). The shader will divide the UV coordinates in the alpha channel, and use a sine wave function to oscillate between the two states for the flickering effect.

-----------------------------------------------------------

Dynamic entities For dynamic entities, diffuse and specular lighting is pulled from the nearest light you place in your level. Not just intensity but direction as well, very neat! Uses Valve's "Half-Lambert" lighting algorithm. Very forgiving lighting model.

mytexture_D : diffuse texture, alpha controls transparency
mytexture_I : specular texture, alpha controls cubemap reflectivity
mytexture_N : normal map (I may use the alpha here for illumination if the entity needs self-illumination)
mytexture_S : cubemap

-----------------------------------------------------------------

Water effects

Waterfalls: uses a scrolling UV shader combined with normal, specular, and cubemap. Almost no diffuse component here. The look of water is made almost entirely of reflections of light and environment.

Puddles: Use a "UV-walking" shader. Like a sprite on steroids Number of frames and framerate is user specifiable in the shader. Uses normal, specular, and cubemap textures.

---------------------------------------------------------------

These are the "meat and potatoes" shaders that give it the overall look. There are variants on these shaders included for subtle varations. As well as some more "spot" effects yet to be shown (movie screen, animated light shafts, television effects).

----------------------------------------
"bond1 - You see this name, you think dirty."
djmaster
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Posted: 1st Nov 2009 18:06
Now that is great,and not that complicated at all.

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Ocho Geek
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Posted: 1st Nov 2009 18:11 Edited at: 1st Nov 2009 18:16
i was just wondering about the water splashes, which look great, but they end instantly, would it be possible for it to fade out smoothly?

EDIT: i mean the edges, the mesh shape is too obvious

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Wraith Staff
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Posted: 1st Nov 2009 21:01
@Bond1

Wow, seems pretty straightforward... I'm not that familiar with working with shaders, though (just look at my post history... YIKES!) Do you think you (or someone equally qualified) could make a tutorial about updating older models and segments to use the new shaders when the time comes? It seems like CoZ's tutorial would do the trick... but I still haven't figured it out on segments

Again, hate to plug, but a certain game made by a certain team of mine ( ) hits the old proverbial "shelves" very soon and I really can't see myself passing these up!


Physix Coming Soon...
AaronG
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Posted: 1st Nov 2009 21:29
Wow thanks for that great description bond!

So, from this pack we will easily be able to utilize these shaders into our own work then? For instance, creating our own water falls? For instance let's say you provide the water drops you show in the video, but not a single smooth stream of water, which I want, I will be able to basically create my own texture(s) and apply the shader to it and we're good?

Sorry that my sentence structure may be difficult to read.



bond1
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Posted: 2nd Nov 2009 01:17
Yep, you could create your own geometry for a waterfall, make it bend and turn however you want (like I did for the stairs). And supply your own texture. I created mine while hiking in the mountains here in Tennessee. Took a bunch of pictures of waterfalls using a fast shutter speed on my camera - upped the contrast in photoshop to make a clean alpha channel, then generated a normal map using the nvidia filter, and viola!

Remember, the shaders are only as good as the assets you feed into them. Especially so with specularity, I would encourage taking a look at my textures in the pack to see how I made different types of materials.

----------------------------------------
"bond1 - You see this name, you think dirty."
Cosmic Prophet
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Posted: 2nd Nov 2009 01:55 Edited at: 2nd Nov 2009 01:58
Quote: "I created mine while hiking in the mountains here in Tennessee."


Cool! Before I moved to PA. I lived in Knoxville for nearly 10 years. My wife grew up there, in Cambell County. Go VOLS!

In the Universe, nothing ever stays the same.
=Acid=
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Posted: 2nd Nov 2009 10:05 Edited at: 2nd Nov 2009 10:06
Specular only works with dynamic lights yes? So what type of shader would I require just to be able to use specular maps?

There isn't any stock shaders that will do equally as good?
bond1
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Posted: 2nd Nov 2009 14:40
Quote: "Specular only works with dynamic lights yes?"



NO!! Static lights work fine, and are preferable because they also do lightmapping.


Quote: "There isn't any stock shaders that will do equally as good?"


No.

----------------------------------------
"bond1 - You see this name, you think dirty."
CoffeeGrunt
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Posted: 2nd Nov 2009 20:18
Will the pack be available on the GCS, so we could just buy the waterfall, or the flooded stairs, etc?

Violence isn't the answer, it's the question...
alimpo83
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Posted: 3rd Nov 2009 09:26
This is going to be great, really. My head is already working lol



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Wraith Staff
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Posted: 3rd Nov 2009 11:01
Awww... Why'd you have to go take down your YouTube video?


Physix Coming Soon...
bond1
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Posted: 3rd Nov 2009 17:21
There's a new one here: http://www.youtube.com/watch?v=ILfyOoTw8iM

I had to add the ESRB warning to the beginning so it could be shown in the newsletter.

Quote: "Will the pack be available on the GCS, so we could just buy the waterfall, or the flooded stairs, etc?"


No plans to put anything on GCS, being sold as a pack only. Maybe in the distant future.

----------------------------------------
"bond1 - You see this name, you think dirty."
Gears of War
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Posted: 3rd Nov 2009 23:54
Great job Bond1. This is literally the best thing to come to FPSC since the source code was released. Does it work with X10? This mixed with X10's support for normal maps and particle effects would be a sight for sore eyes!

Can you save the crew of LV21?

http://forum.thegamecreators.com/?m=forum_view&t=151512&b=25
Nomad Soul
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Posted: 5th Nov 2009 22:02
So can't wait for this. Damn you November!
NAACP gotme
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Posted: 7th Nov 2009 23:50
Quote: "So can't wait for this. Damn you November! "

dont worry, i think after the 10'th the month will fly by too fast

alimpo83
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Posted: 8th Nov 2009 13:57
Bond1, you said:
---------------------------------------------------------
Segment Shaders (walls and floors):

lightmap : from FPSC
mytexture_D : the diffuse texture
mytexture_I : the specular texture, specularity is calculated from player eye position (like the default lighting in most 3d apps). Specularity attenuates (fades) as player gets further from segment so highlights do not become overwhelming.
---------------------------------------------------------

I have a question: how mytexture_I works, it's a modded illuminationmap shader?
I've worked with illumination maps before, they can be quite useful on better lighting and simulated effects, but I can't get a non static (ie. a texture) to respond to the player position, giving the wall a "real-life" reflection.

I hope you can explain better how it works without giving out too much of your own work!

Thanks.



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bond1
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Posted: 8th Nov 2009 15:15 Edited at: 8th Nov 2009 15:19
The "I" suffix is irrelevant, the "I" texture is simply the second texture loaded by the shader system: Order of textures used by static entities and segments is:

Lightmap
D
I


For dynamic entities the order is:


D
I
N
S


Using an entire RGB texture for just illumination is a huge waste of a texture slot. So in this case I'm using the "I" texture for a color specular map, which is absolutley necessary for simulating different types of materials, and the alpha channel for illumination. Another note: get in the habit of placing all you textures in the texturebank folder, or a subfolder of the texturebank folder. FPSC wants your textures to be here when using shaders, and you'll run into wierd problems if you don't place your textures here-like wrong textures showing up on your models.

I have a feeling I'll be making quite a few Youtube tutorials to show how it all fits together, and what shader works best for the different circumstances.

----------------------------------------
"bond1 - You see this name, you think dirty."
alimpo83
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Posted: 8th Nov 2009 15:30
Hmm, I see.

So I guess I'll have to wait for you to release the Pack so that I can fully understand what's going on!

Thanks for the fast answer.

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michael x
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Posted: 8th Nov 2009 17:04 Edited at: 8th Nov 2009 17:06
Quote: "get in the habit of placing all you textures in the texturebank folder, or a subfolder of the texturebank folder. FPSC wants your textures to be here when using shaders, and you'll run into wierd problems if you don't place your textures here-like wrong textures showing up on your models"



that is so true i have bin figuring out how fpsc work and even got the old shader to work on static entities. i even got the bump.fx to work. the old shader codes are not ment to work in static mode,using a nomal uv. instead they work under dynamic light like coz segment shader. but yours compete this in full. i have been fixing alot of packs and there errors. even got your store zombies characters to work with other shaders. people will hate me for saying this but x10 compete all when it come to shaders. everything lee did wrong in x9 he made up for it in x10. to let the cat out the bag all store and modelpacks and even custom model that you fine on this thread works in x10. but i think your shader will help x9 to look more powerful as x10 is in graphic.

more than what meets the eye
Gremlin986
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Posted: 10th Nov 2009 16:53
Amazing! Sorry for late post. How much I have to pay for it? :d

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Aaagreen
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Posted: 10th Nov 2009 17:15
Still waiting for ze email, Mr Bond.

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SGJB
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Posted: 13th Nov 2009 19:13
This pack looks amazing, what time in December does this come out and how much will it cost?

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