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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
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Posted: 20th Mar 2017 20:33 Edited at: 14th Aug 2017 19:25
Part 2 of my FPSC PBR Project.
Part 1, Shaders and Example Media is available here:
https://forum.thegamecreators.com/thread/217263
This is to show off the effects and advantages of PBR shaders on a wide range of assets.
Advantages include:
More realistic material definition,
More consistent light response,
And Greater Dynamics.

RELEASE AT LAST V 1.0
Featuring PBR stock assets and updated shaders featuring faux-reflections for static entities and segments
DOWNLOAD
Latest Version:
http://www.mediafire.com/file/l2svy4jyy1l5zqi/PBR_Stock_Assets_V2.0.zip
Old Versions:
http://www.mediafire.com/file/f6omrku422bdyjh/PBR_Stock_Assets_V1.0.zip
DOWNLOAD


NEW BETA SHADERS
There are new shaders for characters and dynamic entities.
The new feature is the ability to use the I texture as a 2D reflection probe with no cubemap required, you could even just use a screenshot. However you will still need to filter the texture (you can use the filters in the DDS exporter
However these DO NOT CURRENTLY WORK FOR CHARACTERS as the mipmapping prevents the reflections from blurring. Because of this I have not included any content for them.
+ Code Snippet



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.

Solo Shaders available here
Shaders available here:http://www.mediafire.com/file/ej17jjisen265rr/Physically_Based_Shading_Shaders_V5.zip

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: done

Static Entities: 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: done [ ic:amiga]

Maybe there's problems but I haven't noticed them so far.

______________________________________________________

Footage of the progress so far
If something compiles on the first try. Something is terribly wrong.
uzi idiot
7
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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
3
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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
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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
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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
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Location: France
Posted: 22nd Mar 2017 15:44
I don't really like that. Reminds me of Christmas trees.
Corno_1
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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
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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.
uzi idiot
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Posted: 1st Apr 2017 19:12 Edited at: 1st Apr 2017 19:14
Both static and dynamic objects are pretty much finished now, just need to tweak some hastily made normal maps and specular textures



If something compiles on the first try. Something is terribly wrong.
Mriganka
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Location: Virtuality
Posted: 2nd Apr 2017 07:22
Man! The second pic looks awesome!
ncmako
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Location: Hendersonville,NC
Posted: 9th Apr 2017 18:48
Really like the "shadows", what did you have the "lightmapping" set to? 100% ?
My games never have bugs. They just develop random features..
Lots and lots of random features...
Nomad Soul
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Location: United Kingdom
Posted: 13th Apr 2017 23:23
Beautiful stuff. I love it
uzi idiot
7
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Joined: 27th Dec 2009
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Posted: 2nd May 2017 19:09
Sorry I've not been updating this as much.
I've been trying to port some of my shaders to game guru and got a bit distracted.
I'm planning on releasing this along with the updated shaders sometimes soon.
Also I've finally understood what the unity pre-intergrated SSS was about. I've added the 'curvature' part to the shader to help make curved surfaces look more natural with SSS.
If something compiles on the first try. Something is terribly wrong.

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Mriganka
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Posted: 3rd May 2017 15:02
@uzi idiot Is SSAO possible in FPSC?
Madcow02
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Posted: 9th May 2017 19:39
Uzi, I've sent you a PM, can you check your inbox, please ?
uzi idiot
7
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 16th May 2017 20:06 Edited at: 16th May 2017 20:08
RELEASE AT LAST
Featuring PBR stock assets and updated shaders featuring faux-reflections fro static entities and segments
DOWNLOAD
http://www.mediafire.com/file/f6omrku422bdyjh/PBR_Stock_Assets_V1.0.zip
DOWNLOAD


NEW BETA SHADERS
There are new shaders for characters and dynamic entities.
The new feature is the ability to use the I texture as a 2D reflection probe with no cubemap required, you could even just use a screenshot. However you will still need to filter the texture (you can use the filters in the DDS exporter
However these DO NOT CURRENTLY WORK FOR CHARACTERS as the mipmapping prevents the reflections from blurring. Because of this I have not included any content for them.
+ Code Snippet
http://www.mediafire.com/file/oy5svmqp551l0m7/Physically_Based_Shading_Shaders_V4.zip
If something compiles on the first try. Something is terribly wrong.
ncmako
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Location: Hendersonville,NC
Posted: 18th May 2017 00:23
uzi idiot
Fantastic stuff. Downloading now and will check it out.
Thank you Want to see the new beta shader in action.
I think I understand your instructions, but may have some questions.
My games never have bugs. They just develop random features..
Lots and lots of random features...
DarkJames
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Location:
Posted: 23rd May 2017 16:16 Edited at: 25th May 2017 02:31
Hey, haven't posted here in years.

Uzi, that's not short of amazing, the work you've done here. Your video had me skeptical until you showed those dynamic lights and the way the model accurately reacted to them, something FPSC always faltered with. Hope you don't lose motivation and keep this awesome work up.

EDIT:

Adding on, using these segments provided (and putting a static entity on the level), appear to spawn me out of the segments, in some unknown invisible platform, I can, however, see the segments in the distance, and barely make ou the effect. Any ideas as to why?
uzi idiot
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Posted: 25th May 2017 10:48
That's just an age old problem with FPSC.

Drop down a segment or entity without a shader and it should be fine.
If something compiles on the first try. Something is terribly wrong.
uzi idiot
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Posted: 13th Aug 2017 19:55
It turns out the doors need fixing
If something compiles on the first try. Something is terribly wrong.
uzi idiot
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Posted: 13th Aug 2017 23:15 Edited at: 14th Aug 2017 00:36
Here's Version V2.0.
Fixed the doors and windows.
Improvements to reflections for static entities and segments.

DOWNLOAD
http://www.mediafire.com/file/l2svy4jyy1l5zqi/PBR_Stock_Assets_V2.0.zip

New features:
segment_norm_spec.fx and static_norm_spec.fx now have a variable to control the strength of reflections from lightmaps.
"reflectionamount"
This will allow you to increase or decrease the brightness of the reflections to your taste or disable them completely if they give you too many seams.
If something compiles on the first try. Something is terribly wrong.

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Mriganka
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Posted: 14th Aug 2017 04:54
@uzi idiot What shader have you used for the bloom? It looks really noice and the realism brought to the scene is awesome!
uzi idiot
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Posted: 14th Aug 2017 10:05
It's my realistic camera shader. https://forum.thegamecreators.com/thread/218487
I just exaggerated the hell out of the exposure by increasing the range of the values but kept the bloom quite low.
Tonemap mode was 5 and whitepoint was 6 for contrast.
If something compiles on the first try. Something is terribly wrong.

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