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FPSC Classic Models and Media / FREE Normal/Spec shader for Static Entities with Lightmapping

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bond1
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Posted: 26th Jul 2010 02:18 Edited at: 19th Sep 2011 18:29
Here is the final piece of the shader puzzle : A normal/specular shader for STATIC entities that also works with lightmapping. Includes free piller entity for the Containment Room segment.

Watch video carefully to learn how to use it: http://www.youtube.com/watch?v=oC15pr5bhi0

Download files here: http://mjblosser.com/bond1_staticentity_normalmapping.zip

***drops microphone and walks off stage...you're welcome FPSC community****



SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Woolfman
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Posted: 26th Jul 2010 02:20 Edited at: 26th Jul 2010 02:21
Thanks Been waiting for this.
Nilloc
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Posted: 26th Jul 2010 02:21
THANK YOU think about blood appled with these

Roger Wilco
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Posted: 26th Jul 2010 02:43
Very, very awesome. Thanks a lot, bond.
Kravenwolf
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Posted: 26th Jul 2010 03:00
I've been waiting for this ever since I got my hands on the Metro Theater shaders. Thanks for all of the shader work you've brought to the community in these last months, bond1.

(Sent you an email)

Kravenwolf

starmind 001
FPSC Reloaded Backer
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Posted: 26th Jul 2010 03:02
Thanks!

Vampire
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Posted: 26th Jul 2010 03:06
Thanks! Love your work =D.

-TeH VaMpIr3-
Cosmic Prophet
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Posted: 26th Jul 2010 03:37 Edited at: 26th Jul 2010 03:52
YES!!! THANK YOU! I'm going to put this one to work right now. Way to go Bond1! You Rock man. Have a cold one on me please.

Cosmic stands, and gives the King a standing ovation!

For my friend Heltor!
Nomad Soul
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Posted: 26th Jul 2010 03:44
Quote: "***drops microphone and walks off stage...you're welcome FPSC community**** "


ENCORE....BRAVO....APPLAUSE....STANDING OVATION

Bond1 has solved the final piece of the FPSC shader puzzle for all of us. We finally have a unified graphics framework thanks to him.

You did it bond1. This was regarded as impossible at one time and you've demonstrated the impossible can be achieved with a bunch of insanely complex code.

Thankyou for being so damn smart.

FernandoK
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Posted: 26th Jul 2010 03:52 Edited at: 26th Jul 2010 03:59
Many thanks. This is great.
Just tried it out. Works like a charm.
anayar
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Posted: 26th Jul 2010 04:17
A huge thanks to you bond1!!!

Cheers,
Anayar


For KeithC
Cosmic Prophet
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Posted: 26th Jul 2010 04:17 Edited at: 26th Jul 2010 04:31
Hey there Bond, Quick question, in the video, The N, and I files appeared to have transparency. Is the normal map placed in the "alpha channel only" in those 2 files , ( aside from the D, and D2), or am I just seeing it wrong?

Edit: Sorry, nevermind, Rewatched the vid. I got it now.

For my friend Heltor!
DarkFrost
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Posted: 26th Jul 2010 04:22
Hey, man I have been waiting for this for so long!

TBH, I downloaded this a couple seconds after you released it...than I felt as if I had to comment on how wikid it was after I tried it!

Juggernaut from X10 in X9 looks suburb! Especially in the wonderful dead position he is in

Thanks for the final piece of the puzzle!

[img][/img]
bond1
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Posted: 26th Jul 2010 04:27 Edited at: 26th Jul 2010 04:28
The normal map is not placed in the alpha channel. The SPECULAR map is stored in the alpha channel of the normal map.

The normal map NEEDS to have an alpha channel present. Not for transparency, though. Again, the specular map in stored in the alpha channel of the normal map. The diffuse textures do not need alpha for this shader.


Just remember to save the normal map in a dds format that supports alpha. DXT5 is the best format for this.

----------------------------------------
"bond1 - You see this name, you think dirty."
Cosmic Prophet
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Posted: 26th Jul 2010 04:33 Edited at: 26th Jul 2010 04:37
Got it Thanks! It just threw me off when I saw the thumbnails in your win 7 explorer. (I still use XP).

For my friend Heltor!
Conjured Entertainment
AGK Developer
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Posted: 26th Jul 2010 05:28
Quote: "Here is the final piece of the shader puzzle :"

Awesome!
You rock!
Thanks infinity + infinity! (That's right, I watched "White men can't jump" the other day)

Quote: "***drops microphone and walks off stage...you're welcome FPSC community**** "

Elvis has left the building....and took Bond's new shader with him.

Quote: "Thanks for all of the shader work you've brought to the community in these last months, bond1"

For real, thanks.

Quote: "You did it bond1. This was regarded as impossible at one time and you've demonstrated the impossible can be achieved with a bunch of insanely complex code."

Yeah, what he said.

Quote: "Many thanks. This is great.
Just tried it out. Works like a charm. "

Yeah, I need to try it out now.

Thanks again Bond!

   Conjured Entertainment

 WARNING: Intense Madness
DarkJames
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Posted: 26th Jul 2010 05:57
Here is my expierence, or to better be called, my first shy tries to this collossus shader


-I first opened Warehouse Model Pack, and selected the Single Locker Asset, wich i had shaded for a previous map, i took the d2 texture, and putted one more layer Blue like normal mapping, i made it transparent, and the texture below too, i putted this same tex as <tex>_I and <tex>_N in dds format, when i tested they looked weirdly, as i passed the camera played the wrong with me
it lost detail as i passed trough the room i had created

-as my second attempt, i selected Single Locker again, and this time, i opened it up in gimp and went to Normal Map Filter, i putted a slight normal map with a blur, and now i tested, this time it came with a really cool effect, but not to betold Realistic
as the asset has a sheet of paper and a lock to one of the lockers doors

I hope the next one is more easy, as i watched 3 times the Video, and did the exactly, maybe, for details in the tex, is not recommended this shader?

-James
For Keith
Cosmic Prophet
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Posted: 26th Jul 2010 07:46 Edited at: 26th Jul 2010 07:56
This shader is awesome! I hope you dont mind a screenshot on your post. I can tell right off that you can put alot more detail in your normal maps. this looks absolutly great in-game. I used my original Normal map on this This model, and it really brings out the detail unlike the stock shader the normal was made for. Now we can really get serious with normal mapping our entities. Truly a masterpiece!



Thanks Again Bond!

For my friend Heltor!
michael x
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Posted: 26th Jul 2010 08:18
the great bond1 does it again. thank you so much. you are the greatest. bond1 is a goat. greatest of all time.

more than what meets the eye

Welcome to SciFi Summer
DarkJames
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Posted: 26th Jul 2010 08:40
Quote: ""Juggernaut from X10 in X9 looks suburb! Especially in the wonderful dead position he is in ""


But juggernaut is by Jon Fletcher, not Bond1, the zombie is by bond1

-James
For Keith
Cyborg ART
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Posted: 26th Jul 2010 11:20
Can I mary your shaderknowledge?

Looks great!

Scope
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Posted: 26th Jul 2010 11:34
Thanks Bond1,excellent work.
Scope.
McCrazy
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Posted: 26th Jul 2010 12:28
Awesome.
I've got nothing else to say.

Okay well.. I love you :3

AbdulAhad
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Posted: 26th Jul 2010 13:00
Thanks bond1 for the amazing shaders!

Abdul Ahad
ctm
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Posted: 26th Jul 2010 13:49
Looks great!
Thanks bond1

I didnt find out how to store the specular map in the alpha channel in gimp2 but it seems to work just by adding a alfa channel to the normal map
Wolf
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Location: Luxemburg
Posted: 26th Jul 2010 13:54
YOU, good sir, are AWESOME

Sounds like butkissing, but you're shaders do truely enhance my games since Metro Theater Pack!



-Wolf

God Helps the Beast in Me!
dxdragon86
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Posted: 26th Jul 2010 16:46
This is awesome! I love this shader,thanks a lot

Mr Game
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Posted: 26th Jul 2010 17:01
Smart and clear tutorial. Thanx
Which is the best shader for dynamic entities?
and for weapons...

Insomnia is coming...
bond1
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Posted: 26th Jul 2010 17:28
Quote: "Which is the best shader for dynamic entities?"


There are quite a few normal mapping shaders for dynamic entities in the Metro Theater pack. What was missing was one for static entities.

Quote: "and for weapons..."


I haven't really made a general purpose shader for weapons yet. BUT, there is a very cool weapon shader included with my Wizard Staff and Demon Sceptre on the TGC Store. It does normal mapping plus animated glow.

----------------------------------------
"bond1 - You see this name, you think dirty."
Nomad Soul
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Posted: 26th Jul 2010 17:49
Quote: ""bond1 - You see this name, you think dirty.""


No, I think shader guru and graphics genius. I think John Carmack.

Combining the performance and shader support of V117 with bond1's shaders is going to fundamentally change the level of detail we can expect to see in FPSC games going forward.

Soviet176
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Posted: 26th Jul 2010 19:40
Wait, I don't think I am getting any of this, so your telling me, in order to get my static entites to look that awesome, I need to some how learn how to create this _I and this _N texture. Can I simply just un rap the texture for the model and rename them? then will it be good? I am just not getting it.

Gencheff
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Posted: 26th Jul 2010 22:01 Edited at: 26th Jul 2010 22:03
It's very simple.Copy the first D2 texture as a D texture(i think) then open the D2 or D texture in a program like photoshop and use Nvidia's Normal Map Filter to make the Normal Map and save it as a _N.dds and a _I.dds ...then add the shader to the entity as an effect an viola.

EDIT - this is the plugin you're looking for - http://developer.nvidia.com/object/photoshop_dds_plugins.html

Just go to Filter->Nvidia Tools->NormalMapFilter-> in photoshop and click Ok..

Soviet176
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Posted: 26th Jul 2010 22:07
Ok, so the texture being the whole map that is used to texture the entity?

Gencheff
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Posted: 26th Jul 2010 22:11
The D2 and D are the default textures to every entity.No changes there.The N texture is like a bump map.The segments in my VisualEFX pack for example look 3d and not flat because of the Normal Map texture.

DarkFrost
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Posted: 26th Jul 2010 22:59
Quote: "But juggernaut is by Jon Fletcher, not Bond1, the zombie is by bond1"

I meant with his shader applied to it.

[img][/img]
Conjured Entertainment
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Posted: 26th Jul 2010 23:48 Edited at: 26th Jul 2010 23:51
Quote: "Combining the performance and shader support of V117 with bond1's shaders is going to fundamentally change the level of detail we can expect to see in FPSC games going forward."

Yeah, it's like having the Yin with the Yang and in color, with sparkles and stuff, and glowing, with a ...
Well, you get the picture!

Quote: "I haven't really made a general purpose shader for weapons yet. BUT, there is a very cool weapon shader included with my Wizard Staff and Demon Sceptre on the TGC Store. It does normal mapping plus animated glow."

I'm not sure what the difference would be for a weapon or any dynamic entity and I'm not sure I want to know. (I'll leave that to you shader experts)

Thanks again Bond for providing us with every shader under the sun.
Now that you have finished this shader puzzle; my only question now is... what's next?

More characters with facial bones for talking I hope.
You know they would sell, and I want to thank you for all this free stuff by supporting your other work.
So, I hope you make some more stuff for sale in the Game Creator Store soon.

Thanks again for all the cool shaders.
You're the best.


   Conjured Entertainment

 WARNING: Intense Madness
Nomad Soul
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Posted: 27th Jul 2010 00:35
Bond1 is working on a full screen shader using the new V117 shader system. It integrates perfectly with his segment and entity shaders and will allow for a totally immersive cinematic experience.

He is also going to be releasing a new shader which allows parallax offset in a future model pack which means effects like those seen in Oblivion. See attached pic

Bond1 still has a lot left in the shader tank. I'm putting a pre order in for the model pack.

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Conjured Entertainment
AGK Developer
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Posted: 27th Jul 2010 00:54 Edited at: 27th Jul 2010 01:02
Quote: "Bond1 is working on a full screen shader using the new V117 shader system."

"full screen shader"
Does that mean that one shader is used for everything?

   Conjured Entertainment

 WARNING: Intense Madness
DarkJames
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Posted: 27th Jul 2010 01:02
can you show a screen of you result with Cinematic Expierence you are talking please?

-James
For Keith
Shadowtroid
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Posted: 27th Jul 2010 01:17
Offset mapping?!

Wow Bond1, I was going to post that the normal map shader was great, and I have already heard about another one planned.

Bond1, you are setting yourself. As soon as you take a break the angry mob will come to your house and kill you.

@Soviet

The _N and _I maps are just used for extra shader information. _N is the normal map, and _I is the illumination map. (right?)

bond1
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Posted: 27th Jul 2010 01:24
Quote: "I'm not sure what the difference would be for a weapon or any dynamic entity and I'm not sure I want to know. (I'll leave that to you shader experts)"



Mostly it's just texture naming conventions and the order in which FPSC passes the textures into the shaders. So in general, that's why it's a good idea to keep your shaders organized in folders by:

-ps3 or ps2
-entities static
-entities dynamic
-segments
-weapons
-characters

And it's especially important not to use shaders on weapons or characters that weren't designed for them. Weapons and characters need shaders with a special chunk of code in them that performs bone animation on your graphics card, rather than the CPU where it's much slower.

----------------------------------------
"bond1 - You see this name, you think dirty."
bond1
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Posted: 27th Jul 2010 01:29 Edited at: 27th Jul 2010 01:39
Yep Shadowtroid, a fast offset mapping shader is coming, and it only requires a few more pixel shader instructions. I want to do another environment pack to show it off - The Metro Theater was crazy fun to make and I want to do another pack like it.

Just like the pic Nomad Soul posted. It not only gives bumpiness, but the bumps actually occlude each other. And if you notice on that picture, nothing is lightmapped. Mine will work with lightmapping.

----------------------------------------
"bond1 - You see this name, you think dirty."
Nomad Soul
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Posted: 27th Jul 2010 01:47
Bond1 has delivered normal and specular mapping to FPSC.

He's given the community a unified shader system only previously seen in the likes of the Doom 3 engine.

Next he's providing a full screen cinematic shader and a parallax offset shader as seen in games such as Silent Hill and Oblivion.

It doesn't get any better than this.

DarkJames
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Posted: 27th Jul 2010 01:51
Bond1, i didnt quite understanded the normal maps thingy, to it to work, do i need to put transparency?

-James
For Keith
Kravenwolf
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Posted: 27th Jul 2010 01:52 Edited at: 27th Jul 2010 01:53
Hey bond, I have a question about shader maps in general and was wondering if you could help shed some light on the subject. I've seen artists in the past use, say, a 512x512 diffuse texture on a mesh, and then pair it with 256x or smaller resolution shader maps to save memory. I've always kept the shader maps the same resolution as the diffuse textures, so I was wondering if the other method actually works, or if the reduction in shader map size blurs the shader maps or has some soft of a negative effect on them?

Kravenwolf

bond1
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Posted: 27th Jul 2010 02:03 Edited at: 27th Jul 2010 02:06
You can mix and match resolutions just fine Kravenwolf. So if you want a hyper detailed 2048 diffuse texture, and pair it with a 1024 normal map to bring out some shading forms, then use a 256 spec map for some blurry highlights. That's fine.

Or go completely the other way, sometimes it's cool to have a very low detail diffuse map, and a very detailed spec map so you get these hyper-detailed specular highlights. This approach works well for smooth metallic surfaces. Whatever works for the particular artwork.

The shader uses floating point numbers to sample the texture in the 0-1 range in both UV directions, so it doesn't care what resolution they are. They can even be non square, like 512x1024!

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"bond1 - You see this name, you think dirty."
defiler
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Posted: 27th Jul 2010 02:17
Thanks bond for another great script!

If you ever get one working for guns, i think i may have to call you jesus

Limitless Box studios current project: Lost Contact
lotgd
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Posted: 27th Jul 2010 02:19
ty bond1 great job

Cosmic Prophet
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Posted: 27th Jul 2010 03:06 Edited at: 27th Jul 2010 05:10
Bond1: Sorry to bother you again. I'd like to know... You have made it a point to emphisize the importance of a good specular map. I have been studying yours very carefully. And I'm at sort of a crossroad here on the procedure for rendering it properly.

I purchased Shader map pro, witch gives you many map generation options. But yours dont look like anything I've been able to achieve using this app. For example; the grainy efect that's clearly evident in your renders. Is this an additional step that you take? Do you do them by hand?, or what?

I have been using my greyscale bump maps to generate both my normal and specular maps to retain the clearer highlighted edges for metal surfaces( which I cant seem to get from the diffuse).

Can you point me in the right direction,please?

For my friend Heltor!
Nomad Soul
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Posted: 27th Jul 2010 03:19
50th post!

Cosmic prophet. I am also using shader map pro.

You can use the realtime preview which will give you some idea how the textures will look in game but you really need to use Dark Shader to know how your textures will look in the final FPSC render.

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