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

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Cosmic Prophet
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Posted: 27th Jul 2010 03:31 Edited at: 27th Jul 2010 03:33
Nomad Soul: Thanks, I do use the peview with every render. My current workflow is as follows: Greyscale bump, and difuse, then I use the bump to generate the edge highlights in the specular map, and then render the normal map. But this gives me a nice highlight to the edge work but it lacks the ilumination in the open areas of the S-map. Is there a step in-between that I'm missing? Am I using the wrong texture as my base for the specular render?

I have put Dark Shader on the top of my To-Get list already.

For my friend Heltor!
Mr Game
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Posted: 27th Jul 2010 09:08
I wish bonds1 could apply this shader to all static entities in Metro Theatre and upload this new map and textures for everyone who bought his pack...

Insomnia is coming...
Soviet176
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Posted: 27th Jul 2010 19:50
Bond I am getting a problem with your shaders. I am uploading a screen. Nothing shows up at all. I turned on full shader support and high detail. But this is what I get.

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Nomad Soul
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Posted: 27th Jul 2010 23:07
@Soviet176

Dude you really need to read bond1's threads more carefully.

The new segment and static entity shaders require a lightmap to be created by the engine before they will render correctly.

All you need to do is stick a stock ground segment in the map somewhere (without a shader applied) and place a small light above it then test the map again and it will display properly. Ensure you have full lightmapping enabled in preferences.

bond1
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Posted: 28th Jul 2010 16:37
For the record, not once have I even seen or been able to reproduce this bug on either of my PCs. It works fine for me even with a simple room, with or without stock media. I have no idea why some users are encountering it. But whatever works for ya...

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"bond1 - You see this name, you think dirty."
Nomad Soul
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Posted: 28th Jul 2010 23:54
Thanks for this shader bond1 its beautiful on so many levels.

Your use of the normal map alpha channel to control specularity is superb.

Shadowtroid
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Posted: 28th Jul 2010 23:58 Edited at: 28th Jul 2010 23:58
@CP

I think Bond makes all his maps by hand.

@Bond1

Yeah, I know about offset mapping. But with lightmapping?! How do you even DO that?!

bond1
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Posted: 30th Jul 2010 02:34 Edited at: 30th Jul 2010 02:34
Quote: "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 tend to make mine by a combination of methods, rather than just running it through a program that generates them automatically. Those programs like ShaderMap will work SOMETIMES, but usually it's just coincidental. Rather I think about the surface and how it reflects light. Just look at surfaces around you at glancing angles and see how the light comes off it.

Getting DarkShader is a must to preview the shader, otherwise it's just a shot in the dark when making your maps. If you post your diffuse texture here, I'll show you how I personally would make the specular map.

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"bond1 - You see this name, you think dirty."
Cosmic Prophet
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Posted: 30th Jul 2010 04:31 Edited at: 30th Jul 2010 04:47
Thanks Bond, That would help out alot. If it's not too much to ask, can you give us the rundown on the workflow involved. I'm not asking for a step by step tutorial or anything like that, just a quick overview of the tools and or, filters "you" would use to get the effect your after.

This would be a heavy, forged metal machine. It's part of the new teleporter conjured and I made for the community project. included is the specular map generated with Shadermap pro. for those who are as interested in this as I am, download, and you will see why I need help here.

Thanks for sharing your expertise, here Bond. Your a godsend to us inspiring types. And IMO, it's folks like you, who deserve those wings alot more than I do. Thanks again.

For my friend Heltor!

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bond1
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Posted: 30th Jul 2010 06:35 Edited at: 30th Jul 2010 06:42
No problem Cosmic. One other thing though - do you also have a normal map for this? If so I'll take that too, I can show a couple of cool tricks you can do with it along with the specmap. This asset is tailor made for a specmap tutorial.

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"bond1 - You see this name, you think dirty."
Cosmic Prophet
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Posted: 30th Jul 2010 17:59 Edited at: 30th Jul 2010 18:01
Sure thing, here you go.

For my friend Heltor!

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bond1
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Posted: 31st Jul 2010 03:10
Great, I hope you don't mind waiting a couple days, I'd really like to record a video explaining and actually showing what I'm doing rather than just posting a couple pics.

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"bond1 - You see this name, you think dirty."
Cosmic Prophet
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Posted: 31st Jul 2010 04:18 Edited at: 31st Jul 2010 05:01
Not at all Brother, Take your time. A vid will be great! I'm sure a lot of folks will benefit from this.

You know, As much knowlege as you've gained in all the diverse areas of media creation, Have you ever considered writing a book on the subject?

"The official FPSC Developement Guide" by Bond1.

I tell you now, I'd spend $20.00-$30.00 for a learning tool like that, without even blinking twice. And I'm sure there are plenty of others who would do the same. You could even include a CD with video tutorials, examples, and perhaps a few projects for users to work on. Perhaps the Game Creators might even foot the bill for the whole project, and it could turn out to be a very profitable endevour for you, and TGC as well.

Nickydude's guide is "great", But focuses more on scripting, and level building within the engine. But, there's not alot in there for those interested in creating they're own assets. Not only for they're own games, but for producing media they could sell in the store. Thus generating more proffits from new, and talanted developers.

These folks could buy your book, learn the trade, and start making money. Now if that's not a selling point, what is?

Just a thought for you to kick around some.

For my friend Heltor!
Sandante
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Posted: 31st Jul 2010 04:46
I like the idea from CP also. we can learn alot more here on this forum.

AbdulAhad
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Posted: 1st Aug 2010 19:16
I love Cosmic Prophet's idea!

Abdul Ahad
Nbt
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Posted: 1st Aug 2010 19:29
I love the idea that others love CP's idea

I would also buy a book written by bond1 (bound or pdf), as it would be a good investment.

mgarand
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Posted: 8th Aug 2010 12:10
Hey Bond1, or someone else maybe knows it, i made the _D2 _D _I and _N map with the specular in the alpha, textures in the texturebank, but i get this error : (See picture), its doing really weird...



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.

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Cosmic Prophet
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Posted: 8th Aug 2010 19:33
Send me the texture files, and I'll check 'em out for you.

For my friend Heltor!
mgarand
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Posted: 8th Aug 2010 19:37
Thanks Cosmic, will send them by mail



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
mgarand
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Posted: 8th Aug 2010 19:42
Ok i have send it + model



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
2 Rogues
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Posted: 8th Aug 2010 19:45
Is it possible to have cube mapped segments and static entities in the current version of fpsc? Sorry if it is off topic, I just know that many modern games cube map their environments and it looks quite pleasing.
CodeofWar
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Posted: 16th Aug 2010 18:53
How do I use this?

When I download the files there is no .exe??

Idk how to use it..=(

bond1
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Posted: 16th Aug 2010 20:04 Edited at: 16th Aug 2010 20:04
Quote: "How do I use this?

When I download the files there is no .exe??

Idk how to use it..=(
"


GAH!! I made a tutorial video on how to use it and where to place the files! Watch the video...

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"bond1 - You see this name, you think dirty."
CodeofWar
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Posted: 16th Aug 2010 20:11
I am sorry bond =(

I thought it was a demonstration of what the shader can do!

I am new to this so I am still learning.

starmind 001
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Posted: 23rd Aug 2010 05:52
I have a quick question for you bond1. In the video you had your specular as your alpha with your normal in the rest of the channel. I just bought ps today and I have been following your tutorials, but I am stumped as to how to combine the two images into one and having the channels come out right. How do I do this? I have attached my two specular and normal images.

If anyone else can show me how that would be great.

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PW Productions
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Posted: 23rd Aug 2010 06:14
Quote: "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."


Any news on this...?


If something is perfect, it probably doesn't work. -PWP
SamHH
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Posted: 23rd Aug 2010 08:46
@starmind 001

All you need to do is copy all of your spec map, go to the channels tab of your normal map, make a new alpha channel if there isn't one, and paste the spec map there.


starmind 001
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Posted: 23rd Aug 2010 10:32
Thanks Sam. I asked Cosmic for a little tutorial and we got it. Going from gimp to photoshop is throwing me for a loop.

Nigezu
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Posted: 17th Nov 2010 12:39 Edited at: 17th Nov 2010 12:52
The download link seems to be down. Is there any chance bond1 himself or someone else reuploaded the files somewhere else, please?

This looks like one excellent shader!

EDIT: Or is this shader currently included in the metro theater pack
Nigezu
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Posted: 18th Nov 2010 22:25
Sorry for the double-post but the download link is still down. I love bond1's normal/spec mapping shader for segments and I'd love to get my hands on this one too. Please, does anybody know where else could I find this?
defiler
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Posted: 20th Nov 2010 03:06
Hey bond, can you tell me what would be intefering with this models .N map



model is static. And the other static entity with your shader 3.0 for entities would be my robot which i am selling on splatterspawn.

The robot's .N shows up normally, but this computer model i modeled up does not want to show up. They have totally different names so im not sure what would intefer with these.

Thanks.

Limitless Box studios current project: Lost Contact

bond1
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Posted: 20th Nov 2010 05:55
It's hard to say without seeing the files. But always in other people's errors this comes down to either not storing the textures in the texturebank folder, or not following the naming conventions EXACTLY according to the template and as mentioned in the video tutorial.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
defiler
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Posted: 20th Nov 2010 05:59
I can give you the files on sunday once im back at my moms.

Limitless Box studios current project: Lost Contact

bond1
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Posted: 20th Nov 2010 06:17
Unfortunately I'm really tied up with other things so I don't know if I can look at them anytime soon.

As I said, these errors always boil down to not naming the files exactly as described in the video, or not storing them in the texturebank folder. So double check those things fist and re-watch the tutorial to make sure you have the files named correctly, and you aren't missing any textures.

"bond1 - You see this name, you think dirty."
SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
defiler
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Posted: 20th Nov 2010 08:34
Alright, well atleast i know i did something wrong on my side.

Thanks.

Limitless Box studios current project: Lost Contact

The Zoq2
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Posted: 20th Nov 2010 09:47
Quote: " or not storing them in the texturebank folder"


I don't store mine in the texturebank folder but mine works fine

Srry about my english im from sweeden
Stalker93
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Posted: 2nd Dec 2010 15:32
Download link is broken!
Nigezu
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Posted: 2nd Dec 2010 17:21
Stalker93, check out this thread:
http://forum.thegamecreators.com/?m=forum_view&t=178372&b=24

All of bond1's free shaders should be there.
Stalker93
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Posted: 2nd Dec 2010 18:54
Thanks Nigezu!

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