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FPSC Classic Models and Media / Post Processing Pack - Camera Lens Effects

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uzi idiot
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Posted: 24th Nov 2012 19:59
It doesn't need lights, it just uses the screen image.

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Stalker93
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Posted: 1st Dec 2012 15:09
@uzi idiot
Man you're making AMAZING shaders!! Thx a lot!! Btw could you merge the anamorphic bloom only with the post-depthoffield stock effect? This way it would be easier to partially hide low quality backgrounds made to save performance..and it would be giving also an a lot nicer appearence!!

oh, another thing...do you think is possible to modify the dof technique to achive somekind of "bokeh-like" effect??
uzi idiot
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Posted: 1st Dec 2012 18:08
I tried merging the DoF with the anamorphic bloom, however it doesn't work for whatever reason; it just shows the bloom and them crashes.
I've attached it to see if you can get it to work.

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Stalker93
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Posted: 16th Dec 2012 12:45
@uzi idiot
no hope..I've tried everything I could for days..well, nevermind thanks anyway!!..oh, I've got an idea: I think that fpsc is missing somekind of sun glare effect..you can achieve it, but only by enabling postprocess lightrays, which are really a mess while using water and other stuff..so what about making a fullscreen shader that shows a sun glare effect while the the player is looking to a certain direction (which should be set inside the shader code as a variable, so that we could match it to an ingame sun position)? I think it might be possible by editing your great lens flare shader! I'll be trying, but I'm not really good with HLSL coding
uzi idiot
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Posted: 16th Dec 2012 21:37
Sadly I have absolutely no idea who I would accomplish that.
I think I could get the desired effect by increasing the lens flare when looking towards the sun, but I'm not sure how to do that. :/

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Wicked Blood Gaming
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Posted: 8th Jan 2013 04:01
Hey uzi, I was directed here from another forum member. I have to say, this is great! Thanks for everything! I would like to ask though, if I wanted to edit an effect, like what I want to do is edit a film grain shader and add...a lot more film grain, like Silent Hill's standard on filmgrain. Is this possible to request? Thanks man, keep up the good work
Wicked Blood Gaming
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Posted: 8th Jan 2013 05:20
Or is it possible to mix the filmgrain and filmreel effect but with out the blue/gray of the film reel?
uzi idiot
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Posted: 8th Jan 2013 09:56
Is this alright?
put it in the post effects folder (Files\effectbank\postprocess) and make a script to active it, or replace the original filmreel.
To change the filmgrain and colour correction kust change these values.



By default it's a bit bright, but lower the 'float Color' value.

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Wicked Blood Gaming
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Posted: 9th Jan 2013 02:17
Thanks man it's perfect! But you know how the film reel effect has scratches on it? Kind of like how old films do? Is it possible to mix the grain and the scratches? Thanks for the help, you are a GREAT community member man. We need more people like you

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RelMayer
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Posted: 9th Jan 2013 15:46
Hai Uzi !
Can you blend the gazmask shader with adaptive bloom and motion blur ( if it doesn't work, i can live without motion blur ) ?


Thanks !

Excuse my grammar errors, I'm French.
uzi idiot
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Posted: 9th Jan 2013 20:08 Edited at: 9th Jan 2013 20:15
@Wicked Blood Gaming
I tried to do that, however it doesn't seem to have worked. I think to get a similar effect to what you want, just edit
filmreel_scratches.dds in the postprocess folder and add some grain to it, this will also give you the advantage of having the grain and scratches synced up together.

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uzi idiot
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Posted: 9th Jan 2013 20:38
@RelMayer
Here you go, I was surprised it actually worked.

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jmtmew
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Posted: 9th Jan 2013 22:48 Edited at: 9th Jan 2013 22:49
Hey Uzi

This might be difficult, even impossible, but...

Could you please combine as many as you can out of bond1's DOF, motion blur and also maybe use your lens flare shader with anamorphic bloom and SSAA too?

I was just curious if I could have a monster multipurpose post shader

I understand this is a large request and I am grateful either way for your contributions

Thanks

“If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music.”
Wicked Blood Gaming
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Posted: 11th Jan 2013 04:31 Edited at: 11th Jan 2013 04:36
I think I figured out what I needed to do, so how could I do the same effect you gave me but replace the film grain with the film reel scratches, and add a slight motion blur? Thanks!
uzi idiot
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Posted: 11th Jan 2013 17:30
@Wicked Blood Gaming
I'm sorry, but I don't understand what you're asking.

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uzi idiot
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Posted: 11th Jan 2013 18:03
@jmtmew
I'm afraid that doesn't work.

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RelMayer
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Posted: 11th Jan 2013 18:28
Thanks Uzi, i've tried it but the gazmask effect does not appear, motion blur is too strong and the shader makes FPSC-Game crash.

How i can fix this ?

Excuse my grammar errors, I'm French.
uzi idiot
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Posted: 11th Jan 2013 18:50
Is it named as gasmask.fx?
If not, that might fix it.

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RelMayer
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Posted: 11th Jan 2013 22:32
Still don't work.

Excuse my grammar errors, I'm French.
uzi idiot
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Posted: 11th Jan 2013 23:13 Edited at: 11th Jan 2013 23:25
Odd, it works fine for me.
Try these textures, they should be the same however.

If you want to lower the motion blur just find this line

And lower the .9* for the BlendMap, however you may need to increase the .15*

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Wicked Blood Gaming
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Posted: 11th Jan 2013 23:39
Sorry, I was asking if I could have the same effect you made for me ealier, but instead of filmgrain, can you add the filmreel scratches texture?
uzi idiot
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Posted: 12th Jan 2013 00:10
It should still use the filmreel texture.
Here's the filmreel texture and a version with grain.

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sic1ne
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Posted: 15th Jan 2013 15:42
could somebody please tell me why none of my posteffects will work? i am using update 1.19? i put my effects in the triggerzones and nothing happens when i enter the zone? any ideahs

uzi idiot
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Posted: 15th Jan 2013 18:13
Have you got shaders enabled and postprocessing=1 in your setup.ini?

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sic1ne
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Posted: 15th Jan 2013 19:02
yeah i have shaders on and postprocessing =1 in my setup ini but there not working? this is strange

sic1ne
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Posted: 15th Jan 2013 19:34
ok i used the fps cleaner and now my effects work lol i guess it was just a bug lol thanks uzi

Stalker93
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Posted: 24th Jan 2013 10:50 Edited at: 24th Jan 2013 10:50
@uzi idiot
Hey uzi I'm trying to get a color correction like the one in this image http://metalarcade.net/wp-content/uploads/2011/12/AW-American-Nightmare-Arcade-Cemetery.png..but with no luck..could you help me? I don't know how to get that greenish-bluish look with a so much intense yellow Even getting to something similar would be enough (and Amazing)!! Is it possible to have even the anamorphic bloom effect? Thanks!
uzi idiot
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Posted: 26th Jan 2013 16:49
Is this the sort of effect you wanted?

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Stalker93
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Posted: 27th Jan 2013 19:42
@uzi idiot
Thank you so much. That was really impressive
Wicked Blood Gaming
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Posted: 3rd Feb 2013 22:08
Can you make a simple motion blur shader? One that looks normal, not like the over exaggerated motion sickness one?
maxiqueen123
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Posted: 4th Feb 2013 08:17
@Wicked Blood Gaming
Yeah the motion blur is sick
want to have a "smaller" motion blur

and better is somthelike
bloom + "smaller" motionblur

can you make something like this ?

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uzi idiot
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Posted: 6th Feb 2013 09:02
Will this be ok? I just lowered the strength of the motion sickness effect and added adaptive bloom.

If you want to increase the stregnth of the effect find this line
Quote: "
float3 final = .65*ScreenMap +.3*mod*BloomMap+ .35*BlendMap;"

and increase the BlendMap multiplier.

You can use the bloom controls at the top still, so don't worry if the bloom's too strong or weak, you can still change it.

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maxiqueen123
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Posted: 6th Feb 2013 19:30 Edited at: 6th Feb 2013 19:31
how to get "ps_2_0\post_bloom.fx" as fullscreen and
"uzi idiot\motionblur_bloom.fx" iff running

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uzi idiot
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Posted: 6th Feb 2013 21:37
I don't quite understand what you mean, but motionblur_bloom already has adaptive boom it.

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SpaceWurm
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Posted: 6th Feb 2013 21:53
Hey Uzi, I don't know how possible this is. Are you able to create a full screen post effect that looks like cell shading but without the solid black outline?

Landman

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maxiqueen123
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Posted: 7th Feb 2013 14:07
i want to have the normal post_bloom.fx as fullscreenshader and iff the character is running switsch to the mtioblur_bloom shader

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uzi idiot
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Posted: 7th Feb 2013 17:41
@Landman, no, I've tried before, for some reason it only ever works on decals and bulletholes, I have no clue why.

@maxiqueen123, I suppose if you put this in your main setup script it could work.
Quote: ":plrrunning:setposteffect=motionblur_bloom
:plrnotrunning:setposteffect=setposteffect=bloom"


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Ross tra damus
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Posted: 8th Feb 2013 23:42
uzi idiot

Although I can't test any of these out because I'm using FPSC v-1.09 I thought I should say thank you anyway for all the work you are putting into these.
I'll be sure to check some out when I eventualy move on to the newest upgrade with support for post processing.

All the best of luck to you.
Corno_1
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Posted: 14th Feb 2013 15:14
hey uzi idiot,
I hope you can help me. I need a shader which support the ilumitionmap(gun_I) and the normalmap (gun_N) for weapons.

If you can do this, you get credit in my game of course

Corno_1


uzi idiot
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Posted: 18th Feb 2013 00:02
Here you go, it uses the alpha channel of the normal map for illumination because the guns don't seem to be able to use _I.

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Corno_1
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Posted: 18th Feb 2013 21:13
Can you explain what this mean? Give me a example please! I never has made a normal map with alpha channel.

Thanks for your work

Corno_1


uzi idiot
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Posted: 18th Feb 2013 21:59
The alpha channel is the transparency of a texture.
You can use GIMP and use layer masks to make transparency without damaging the original image.

I've attached an example of what I mean, it's the normal map for the Autoslug, but it uses the _I as the transparency.

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Cosmic Prophet
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Posted: 21st Feb 2013 01:06 Edited at: 21st Feb 2013 02:29
uzi idiot: Hi bro. I was wondering if you could produce a shader that would give the effect of water as seen through a glass window. Similar to the windows in Bioshock?

The shader produces the wavy effect to anything seen from behind it. Like background entities such as rocks, plants, buildings, and the skybox. This is off topic, as it is not a post process shader it would need to be an entity shader. Just wondering. Will gladly pay to have the right one made. Thanks.

Back from the Wasteland.
uzi idiot
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Posted: 21st Feb 2013 11:34
I'm sorry, but I don't think FPSC has a way of distortion like that as far as I know.
It would require a texture of just the things behind the entity like the background texture in Dark Shader, but as far as I know FPSC doesn't have one, sorry.

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Corno_1
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Posted: 21st Feb 2013 15:10
Quote: "The alpha channel is the transparency of a texture.
You can use GIMP and use layer masks to make transparency without damaging the original image.

I've attached an example of what I mean, it's the normal map for the Autoslug, but it uses the _I as the transparency."

Ok I know what alpha channel is, but shines the alpha mask or not! Also your example give me no result. Paint.net can not open it and gimp give me this resultdownload)

Please reupload it as png or similar.

I hope I do not annoy you.

Corno_1


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uzi idiot
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Posted: 21st Feb 2013 15:22 Edited at: 21st Feb 2013 15:23
Oh, it's corrupt...
Here's the png version.

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Burger
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Posted: 1st Mar 2013 22:47 Edited at: 2nd Mar 2013 05:23
@uzi idiot, thanks again for another shader. I have used the bumpcubereflectalphaillum.fx on my scifi weapons and its turned out fantastic! One thing I'm wondering is if that can it be applied to ammo somehow? For example on the EAI P90 the ammo part takes up a large portion of the gun, and that's something I'd look to apply the shader to. I've tried with ammo_n, but it didn't seem to do anything. I was just wondering, but the effect in its existing state is great.
Thanks very much for all this and for free.

- An Instinctive Fear IndieDB page, download demo today!
AlexGCC
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Posted: 8th May 2013 13:13
uzi idiot, can you make motion blur + filmgrain?
ncmako
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Posted: 8th May 2013 17:31
Hi uzi idiot
Thanks for these effects. I recently tried downloading one .fx but some are no longer available? Such as the modded bumpcubereflectalpha.fx.
Are they still avail. somewhere else?
Thanks
sic1ne
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Posted: 13th May 2013 07:52 Edited at: 13th May 2013 07:53
whats up uzi its been a while thanks for all you help and shaders there great!!!! do you think you could spare me another sharer lol? i want something just lke this...pic below it reminds me of the game cry of fear this would be awsome if you could make it thx in advance

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