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FPSC Classic Models and Media / Stock Asset PBR Conversion Project [WIP]

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uzi idiot
7
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 20th Mar 2017 20:33 Edited at: 20th Mar 2017 20:36
This will be my thread for keeping track of my progress in converting the stock FPSC scifi assets to work well with my Physically Based Shaders.

Shaders available here:http://www.mediafire.com/file/lzoruoo7j8704tl/Physically_Based_Shading_Shaders_and_Media_V3.zip
However I am using an unreleased version of the shaders that I plan on releasing with this pack.

New features include:
Reflections using lightmaps for segments
Reflections using _I for props and characters
Full specular lighting for muzzleflashes

These PBR shaders use a very different specular responce that works using a roughness/glossiness scale, which looks far more realistic but requires conversion of previous gen style assets
My goal is to make the assets share the same set of shaders to ensure visual consistency.

Most conversion is simple batch processing using Photoshop and it's levels adjustment.
Usually a power of 2 to the input levels and setting the output values to around 5-250 works well
However the stock normal maps are often in the wrong orientation, so some need to be converted to X+,Y-,Z+
Then illumination needs to be added to the normal map.


______________________________________________________

Progress so far:

Characters: done.
However I'm still waiting for Black Ice Mod to fix problems with mipmaps on character so that _I reflections work properly

Dynamic Entities not done

Static Entities not done
I may have to make only a few assets specifically as static, as static and dynamic entities cannot share the same textures because of FPSC's limitations

Segments mostly done
Still need to fix up doors and such as I work on dynamic entities.
False doors may need to become immobile dynamic entities in order to work.

______________________________________________________

Footage of the progress so far
If something compiles on the first try. Something is terribly wrong.
uzi idiot
7
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 21st Mar 2017 01:37
Here's some footage of the reworked glass.



I can't really think of a way to get dynamic lights to have specular reflections, but the diffuse works perfectly fine.
If something compiles on the first try. Something is terribly wrong.
Mriganka
2
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Joined: 16th Jun 2014
Location: Virtuality
Posted: 21st Mar 2017 04:07
Great job man!

I had a question. Your shaders are very realistic. So, if I were to make a level using these shaders, how much performance hag would the level be?
ncmako
5
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Mar 2017 09:29
Beautiful work uzi idiot. Glass reflection looks great. Also, did I see your
using Black Ice V11? Is it available?
My games never have bugs. They just develop random features..
Lots and lots of random features...
Madcow02
1
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Joined: 29th Jan 2016
Location: France
Posted: 21st Mar 2017 15:17
Correct me if I'm wrong, but Uzi is one of the main devs, that would explain why he's using the version 11
uzi idiot
7
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 21st Mar 2017 19:36 Edited at: 21st Mar 2017 19:38
I'm not a dev for Black Ice Mod, he's just adding more support for my shaders.

Progress
Dynamic lights now work fine on windows (and by extension all translucent surfaces)


Also how do I post a thumbnail image without resizing?
If something compiles on the first try. Something is terribly wrong.
Madcow02
1
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Joined: 29th Jan 2016
Location: France
Posted: 22nd Mar 2017 15:44
I don't really like that. Reminds me of Christmas trees.
Corno_1
6
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Joined: 3rd Nov 2010
Location:
Posted: 23rd Mar 2017 00:01 Edited at: 23rd Mar 2017 00:08
@Uzi you should really go to GG. We need a Shader genuis like you there.
Fantastic work
PredicateC - FPSC to GameGuru FPE converter
https://forum.game-guru.com/thread/211068
uzi idiot
7
Years of Service
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 28th Mar 2017 00:24 Edited at: 28th Mar 2017 00:29
It's just showing off the dynamic lights.

Progress
Platforms now updated.
If something compiles on the first try. Something is terribly wrong.

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