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FPSC Classic Models and Media / Viral Outbreak -bond1 request

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SOLO DESIGN
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Posted: 21st Sep 2011 13:37
Quote: "Maybe after X-mas. TGC has asked me to make a few tutorials on various stuff, so I may do a tutorial bomb after the holidays. For now, look at the medusa character's textures, specifically the alpha channels. Then look at the destroy script for that character. ShaderVariable2 controls the burnout sequence in the shader for that character. It probably doesn't make much sense unless you know HLSL and can make the connection in the shader itself. But you don't really NEED to understand that to use it. Hopefully it will give you a general idea of what is going on from a scripting standpoint"



bond1 any chance of a tutorial on how to use the effects in viral outbreak with our own models?

Thanks
bond1
19
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Posted: 22nd Sep 2011 01:56
Sure I can do that. I thought it would be too involved for the average user to bother with, so I just kinda forgot about it.

Is there one specific effect you from that pack you had in mind?

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
SOLO DESIGN
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Posted: 22nd Sep 2011 12:32
The one I really am interested in is the Medusa death sequence, I would like to use this once my models die, i would like the option for the models to burn up on the floor and also burn up infront of the player -if possible.....

Many thanks!
bond1
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Posted: 22nd Sep 2011 16:31 Edited at: 22nd Sep 2011 16:31
Ok I'll put something together next week, I promise. I'm tied up with my job this week. Thanks for being patient.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
SOLO DESIGN
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Posted: 22nd Sep 2011 16:45
Great! many thanks bond1
King Fluffs
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Location: Telford
Posted: 22nd Sep 2011 20:57
Sounds good.

Swift Beta Studios
Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 24th Sep 2011 03:55
Quote: "I thought it would be too involved for the average user to bother with, so I just kinda forgot about it."


We aren't the audience of Fox News
The more detailed information we get, the more we can produce

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
uzi idiot
Valued Member
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Posted: 24th Sep 2011 10:48
Quote: "I thought it would be too involved for the average user to bother with, so I just kinda forgot about it."

I enjoy knowing how stuff works, I've been looking through the Medusa shader but I could not quite understand how it worked.


Mental Stability is over-rated!
bond1
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Posted: 24th Sep 2011 16:27 Edited at: 24th Sep 2011 16:27
Ok guys, no problem And sorry, I hope you didn't take my comment the wrong way, I didn't mean it would be over your heads or anything -just a bit tedious and involved for the average user.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
bond1
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Posted: 27th Sep 2011 20:48 Edited at: 27th Sep 2011 20:49
Ok, for the brave ones who want to attempt it, I've attached a zip that contains a new shader, and a sample character that uses the "burnout" effect after he dies.

1. The diffuse texture needs an alpha channel to use as a "cutout" that does the dissolve/burnout effect. Use this one or experiment with your own.



2. To preview effect, load your character, shader, and textures into Dark Shader. I've built in a slider called "BurnoutPreview" that you can use to preview the effect without using FPS Creator.

3. There is also a sample character included in a folder called "character burnout" that you can use to see the effect in FPS Creator. The key is in the appear and destroy scripts. Shader variable 2 controls the burnout effect. There's not much to it - just a few lines to set up the shader variable in the appear script, then a few more lines to alter that variable in the destroy script- hopefully you can copy and paste to customize your scripts to taste.



SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM

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Cosmic Prophet
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Posted: 28th Sep 2011 03:05
Nice, I'll have to try this out. Thanks Bond. You Da Man!!

2.5ghz QuadCore,4gb ram,1gb ATI graphics. Dual OS. WinXP, Win7.
SOLO DESIGN
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Posted: 28th Sep 2011 12:33
Great stuff!! been waiting for this hahahahahaha
Pirate Myke
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Location: El Dorado, Ca
Posted: 30th Sep 2011 14:10
Well thanks again!!! what a bonus to the community, A shader for characters with instructions for use. I will be studying these for sure.


uzi idiot
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Posted: 30th Sep 2011 17:52
Fantastic! This really helped.


Mental Stability is over-rated!
starmind 001
FPSC Reloaded Backer
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Posted: 1st Oct 2011 06:26
Thanks bond for the tutorial. Always great work from you.

anayar
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Location: Minneapolis, MN
Posted: 1st Oct 2011 21:23
THANKS Bond!! Really generous of you to givenus this to play with

Cheers,
Anayar


For KeithC
SOLO DESIGN
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Posted: 2nd Oct 2011 22:04
Hi bond1,
I have got this working with one of my models, I have also got the planar shadows working too all in one shader!

The only problem is when the model burns and disintergrates to nothing the shadow is still left on the floor.

I do not think we can disintergrate the shadow as well, but can the shadow fade at the same time as the burn out?

If so what needs to be altered on the destroy script??

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