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

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vortech
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Location: Finland
Posted: 2nd Aug 2010 09:49
OffTopic: When your physix is done Wraith?

Bond1: When I saw it i think pie.
Wraith Staff
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Location: Hamilton, OH
Posted: 2nd Aug 2010 10:12
Quote: "OffTopic: When your physix is done Wraith?"


We have a lot done, but we need to wait on the new version of Project Blue (using the Migration) to come out and we have a few other things we need to get down-pat as well before we can even start a BETA (like getting this and the migration shaders to play nice with one-another ).

I don't want to take up too much of Bond1's thread (I doubt I could do that if I wanted to, anyway ) so if you have any more questions, just pop me an email

Aaagreen
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Posted: 2nd Aug 2010 11:11 Edited at: 2nd Aug 2010 11:14
I love parralax mapping.

Make it so!



I'd love to see things from your point of view but I can't get my head that far up my bum.
bond1
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Posted: 2nd Aug 2010 11:44
I will as soon as I have a nice soothing cup of TEA.EARL GREY.HOT.



Picard is a damn pimp.

----------------------------------------
"bond1 - You see this name, you think dirty."
vortech
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Posted: 2nd Aug 2010 12:31

There you go.

Bond1: When I saw it i think pie.
Wraith Staff
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Posted: 2nd Aug 2010 20:56
@bond1:

Well... I am Locutus of Borg... you WILL assist us: (sorry, couldn't help myself )

But seriously, do you think there's a way to tweak this shader (or something) to use with the SciFi stock media and still have all the cool new glowing effects from the migration... Some way where I can have the best of both worlds? I know I'm getting a mite impatient, but it's just bugging me... a lot

Nomad Soul
Moderator
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Posted: 3rd Aug 2010 15:17
@bond1

When is your new pack likely to be done with the new parallax offset shader?

bond1
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Posted: 3rd Aug 2010 16:29
Probably sometime later this summer or fall. I figure I'd release the normal mapping shaders for free and let people get comfortable making assets for them - then come full-bore with the parallax shader in a model pack.

Parallax is a bit more complicated from the content-creation side. Because in addition to a normal map, it also requires an alpha channel height map. Height maps are even more finicky to make than normal maps. Too much contrast in the heightmap and you start to get "tearing" effects in the parallax. So it takes a fine balance to get your normalmap/heightmap ratio correct. So by releasing it in a model pack, people can use my assets as a template for doing it the right way.

----------------------------------------
"bond1 - You see this name, you think dirty."
Wraith Staff
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Posted: 4th Aug 2010 00:07
I'm not meaning to sound so impatient, but I really need an answer to my question... or at least some acknowledgement that I asked one and that an answer might be coming somewhere down the line

Shadowtroid
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Posted: 6th Aug 2010 21:27
@Bond1

Do we know more about controlling shaders via scripting?

I am really interested with that.

Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 7th Aug 2010 02:40
First of all, thanks for the awesome shader. I've been anxiously waiting for a good segment shader with normal mapping since the early days of V1, almost.

Quote: "Like my other segment shaders, lighting calculations are done from the player position, since FPSC doesn't pass lighting position to segments."


I just recalled reading about something that had to do with the lights' positions sometime during the first few betas of 117, then I saw this while sniffing around the google code page;
Quote: "* Added LIGHTSOURCE data to scenery shaders to allow segment shaders to pickup local average light position"

I assume it does exactly what the description says, which would be awesome, and if so, would it be very complicated to edit your shader to make use of that variable instead?
bond1
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Posted: 7th Aug 2010 05:24
Quote: "Added LIGHTSOURCE data to scenery shaders to allow segment shaders to pickup local average light position"


Unfortunately, not quite. It still pulls the average light source that the PLAYER is nearest to, so as the player moves around the light source will jump around too (trust me, I've tried it).

Characters make good use of this, because it pulls the lightsource that the character is nearest to, rather than the player.

----------------------------------------
"bond1 - You see this name, you think dirty."
starmind 001
FPSC Reloaded Backer
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Posted: 7th Aug 2010 05:31
Bond, did you by chance get my email?

Wraith Staff
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Posted: 7th Aug 2010 07:12
Or mine?

Roger Wilco
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Posted: 7th Aug 2010 14:18
Quote: "Unfortunately, not quite. It still pulls the average light source that the PLAYER is nearest to, so as the player moves around the light source will jump around too (trust me, I've tried it). "


Ah, that's too bad. Still, it's an awesome shader, and the segments I've made that use it so far look really neat. Nothing I can show just yet, though, it's still 'confidential.'
Nbt
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Posted: 7th Aug 2010 21:31
Quote: "it's still 'confidential.' "

Will it be Space Quest FPSC

SOLO DESIGN
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Posted: 13th Sep 2010 00:22
Hi,
Can we add an alpha channel to the I texture and use it for glowing areas?

I have tried it but without success....is there a knack to this with this shader?

Thanks
Wraith Staff
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Posted: 13th Sep 2010 03:58
He helped me with that earlier on one of my threads:

http://forum.thegamecreators.com/?m=forum_view&t=174169&b=24

Still waiting for his help on a little semantics problem, but I think I fixed it myself

wizard of id
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Location: Sunny South Africa
Posted: 13th Sep 2010 18:46
Hi bond1 I have send you an email with regard to this shader could you kindly respond thank you.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
SOLO DESIGN
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Posted: 14th Sep 2010 13:36
Many thnaks WRAITH STAFF I will try this out.
Dark Evenger
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Posted: 28th Sep 2010 07:00
does your shader work with project blue full screen shader?
Le Shorte
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Posted: 9th Oct 2010 22:32
Sorry for a bit of a bump, but I tried downloading this and the link is broken for me

What if your toaster was possessed?
seth zer0
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Posted: 10th Oct 2010 11:41 Edited at: 10th Oct 2010 11:41
@Dark Evenger
Quote: "does your shader work with project blue full screen shader?"


Yes it does as long as you do the right changes in the .fx shader to make it compatible to work with it(tutorial is in the PB manual.).

Akanto10
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Posted: 11th Oct 2010 06:46
Is there an alternate way to download this? I can't access your website...
Mr Love
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Playing: MAFIA 2
Posted: 11th Oct 2010 09:32
I cant access Your website either.. I got internet explorer 9.
Cant You upload it somewhere Bond? I will buy Your packs later anyway, but it wourld be nice to try them before I buy..
This shader shourld work with some entities as well, right?

Guess what Aiko and I did this weekend...
kitty101
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Posted: 12th Oct 2010 03:54
download broken

Le Shorte
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Posted: 15th Oct 2010 06:11
Could someone post a download for this?

I do private FPSC scripting- email for more details.
Master Gman
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Posted: 17th Oct 2010 22:39
Link is broken! Fix now! ty

I want your babies
Chad99
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Posted: 8th Nov 2010 18:48
Sorry for bumping this, but is there any downloadlink for it? The one in this thread is broken.
AbdulAhad
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Posted: 8th Nov 2010 18:59
Added temporary download

I hope that you don't mind bond1.

Abdul Ahad

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Nigo
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Posted: 2nd Jan 2011 18:05
Can you upload the shader file again?
It says that google chrome cannot find site

3D Modeler, game maker, texture maker, EVERYTHING YOU NEED!
Gencheff
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Posted: 2nd Jan 2011 18:07
Read the post above you from AbdulAhad...


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
UberXDominus
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Posted: 11th Jan 2011 16:27
Is there another download link for bond1's segment?

Cause his download link on the first page does not work. I would love to use his walls. Could someone let me know please.

Thanks

Uber
cloudwalker
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Posted: 30th Apr 2011 01:14
Look 3 messages above yours to see another link.
uzi idiot
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Posted: 30th Apr 2011 02:22
Bond? Is the same shader?
The specular highlights are different?


underthegun
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Posted: 10th May 2011 07:12
Just wondering, is that the latest release? If not, where can I get it? Thanks
uzi idiot
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Posted: 14th May 2011 14:22
Are there any plans to update this for dynamic light compatibility?


2Beastmode4u
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Posted: 16th May 2011 01:02
The download link doesn't work...


Cheers.

God help me, Please.
Vent
FPSC Master
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Posted: 16th May 2011 01:21
Quote: "AbdulAhad: Added temporary download"


See above.



2Beastmode4u
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Posted: 16th May 2011 01:55
Thanks.


Cheers.

God help me, Please.
That Guy John
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Posted: 16th May 2011 02:55
Okay, so for the texture_I.dds , basically a less detailed, gray scale of the original texture, where in the lighter areas reflect more light.

Is this right?

And Here Is A Penguin:
FPSC OneSource [DeskTop App] - Bringing everything together into one.
bobochobo
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Posted: 16th May 2011 12:38
Quote: "Is this right?"


Yes, I think so anyway. I just colourize and them modify the texture a bit.
White is shiny and black is not, with the scale in between.

All browsers should come with compulsory spell checks.

RAXMUX Games
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Posted: 30th May 2011 16:26
I guess I'm little late with this but I've finnaly bought a new computer witch support pixel shader 5 and I've reasently downloaded this shader but can't get it to work. Everytime I use a segement with this shader it gets invisible. I've tested the metro theater pack but it's shaders seems to wrk very well. Any ideas of what I got to do ???

SPECS : AMD 3.1 Gzh 4 cuad procesor
4 gb RAM
ATI Radeon HD 5450 1gb
Windows 7 64bit

Just call me Raxmux
Nomad Soul
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Posted: 30th May 2011 16:39
Quote: "Are there any plans to update this for dynamic light compatibility?"


uzi idiot is right. It would be awesome if this shader was updated to support dynamic lights like how the new stock ones have been.

OmarJA
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Posted: 24th Jul 2011 15:01 Edited at: 24th Jul 2011 15:22
Quote: "If I create a room segment with Signs or FPSC toolbox the shader doesn't work. I also tried applying the shader to a custom tunnel segment without success. It only seems to work on the segment template bond1 provided."


Quote: "I figured out how to get the shader to work on all custom segments and its fantastic."


How did you do it?

Edit:

Never mind got it.
Help bugs!
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Posted: 10th Sep 2011 12:54
hey bond1. It would appear your links are down.

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