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FPSC Classic Models and Media / Bond1 rocks out a custom shader for Chainsaw Brute

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Roger Wilco
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Posted: 4th Oct 2008 14:52
Very nice shader, bond. If you can make it use a specular texture, then you will be a hero in my eyes.
I've been tinkering with shaders myself, editing some out of the FX Composer library to work in FPS Creator. Although I self-taught myself on how to make shaders react to FPSC's lighting and ambience, I don't have a clue on how to make them use alpha-transparency properly, or specular maps for that matter.
By the way, is that phong-shading you use with your shader?

TZap
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Posted: 5th Oct 2008 00:25
Scary!
bond1
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Posted: 5th Oct 2008 01:52 Edited at: 5th Oct 2008 01:52
Hi Roger, FX Composer is great, but if you really want to start tinkering with shaders I would highly recommend TGC's Dark Shader app. It's great.

You can access the alpha channel in a couple ways. If the texture contains alpha, then it's a float4 data type, with the fourth number being the alpha. So, to grab the pixels from a texture called MYTEXTURE:

float4 MYTEXTURE= tex2D(colorSampler,IN.TexCoord.xy);

You can either use

MYTEXTURE.a or MYTEXTURE.w to sample the alpha channel pixels.

I'm almost completed adding a fake global illumination to the shader. It's awesome, becuase the normal map now shows whether or not the model is facing toward or away from the light, which was always a big pet peeve of mine!

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"bond1 - You see this name, you think dirty."
Roger Wilco
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Posted: 5th Oct 2008 02:15
Ahh, I see! Many thanks for the tips, bond.

I'm looking forward to seeing that illumination effect in action.

Trendo mafija
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Posted: 5th Oct 2008 20:53
Download
CoffeeGrunt
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Posted: 5th Oct 2008 20:53
What?

Punk13
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Posted: 5th Oct 2008 21:29
@CG, lol i dont think he read the thread right, he thinks its free i bet


RAMPAGE STOLE MY CHEEZ-ITS!
Frankie Pawnage5
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Posted: 5th Oct 2008 21:33
Hey Bond1 , can you PLEASE tell us whats going to be in your gore pack?!

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
Game Maker
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Posted: 6th Oct 2008 05:31
Quote: "Hey Bond1 , can you PLEASE tell us whats going to be in your gore pack?!"

Gore. lol

"What's with everybody quoting Butterfingers in their sig?"-Inspire
Frankie Pawnage5
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Posted: 6th Oct 2008 05:32
well duh, lol, but lke what kinds of characters and stuff

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
Life Tap
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Posted: 6th Oct 2008 05:49
Quote: "well duh, lol, but lke what kinds of characters and stuff"



the gory kind.

The Unspoken
Frankie Pawnage5
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Posted: 6th Oct 2008 05:51
why do i even bother......lol

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
Life Tap
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Posted: 6th Oct 2008 06:18
Quote: "why do i even bother......lol
"


well. . .YOU asked.

The Unspoken
Frankie Pawnage5
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Posted: 6th Oct 2008 06:23
just drop it! ROFL

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
ASTECH
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Posted: 14th Oct 2008 00:58
I love the new shaders Bond! They are amazing!

-Indestructible-

bond1
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Posted: 14th Oct 2008 07:21
Hey thanks! For the past 3 weeks, I've immersed myself into the world of HLSL shaders. Been hardcore studying a book on 3D vector and matrix math, two more books on HLSL, and 2 training DVD's on the subject. I can now do the lighting equations for blinn and phong shading in my sleep.

This will all be put to good use in the coming months in my "18+" model pack and other stuff!

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"bond1 - You see this name, you think dirty."
mastercheif 193
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Posted: 14th Oct 2008 07:36
Amazing Bond1. Looks awsome with shaders. Didn't really know x9 could look like that.
bond1
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Posted: 14th Oct 2008 07:54
Oh yeah, it sure can. The included shaders were only shader model 2 specification at the time of release, and (sorry TGC!) look hastily thrown together. For example, the default normal mapping shader totally throws away one of the normal map channels and uses the vertex normal instead! Anything since a Geforce 6600 can handle shader model 3.0, which gives more flexibility, and could be potentially faster on cards that support it as well, since many of the commands get optimized.

I'm totally fascinated by how much control you can have over the appearance of a model. This is definitely the future, I think creating a killer model is only part of the equation now, and shaders can heavily influence the final look. As GPU's keep getting faster, shaders are only going to be more important.

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"bond1 - You see this name, you think dirty."
Errant AI
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Posted: 14th Oct 2008 08:12
Quote: " shaders were only shader model 2 specification "


Were they even that?

I figure you're enlightened enough for me to ask this question: Is the lack of support for shaders maps on models with multiple textures because of FPSC or because of how a shader is writen? Specifically with HUD weapons, if the model uses one map it's ok (not as pretty/smooth as your shaders but functional) but if there is more than one texture, the gun_n map gets applied to everything else, like the arms.
bond1
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Posted: 14th Oct 2008 08:45 Edited at: 14th Oct 2008 08:56
A few were 1.1

Hey Errant -it's gotta be something hard coded into FPSC, since none of the shaders themselves directly reference the textures or the naming conventions used by FPSC. There are certain "untweakables" that automatically get passed to the shader from the source app, 3d math stuff like "WorldViewProjection" and other matrices. It looks like naming conventions used by textures is one of those things that can't be altered in the shader.

Another one of those things is ambient light - the intensity of the ambient light is passed to the shader from FPSC. But you can still control how that final value is modulated within the shader - and I've exploited this with a REALLY efficient global illumination hack that I haven't seen anyone else do quite this way before - I can't wait to try it out on a weapon.

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"bond1 - You see this name, you think dirty."
Errant AI
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Posted: 14th Oct 2008 09:05 Edited at: 14th Oct 2008 09:16
LOL

OK, that's what I was afraid of.

I read in another thread (I think in 3D chat) that with some shaders, you can insert the _S map into the _N map as an alpha channel to achieve spec. control. Have you tried anything like that with your shaders to see what happens? I'd be really interested to see something like your chainsaw brute with high spec. on the eyes, muddled spec on the chainsaw, an oily lustre on the skin and minimal spec. on the clothing.

Quote: "Another one of those things is ambient light - the intensity of the ambient light is passed to the shader from FPSC. But you can still control how that final value is modulated within the shader "


Hmm. That's very interesting. I've been aware that if you lower the ambient light that basic highlights coming from the shader appear more intense. Up to now, I've been using BumpCubeReflectAlpha.fx on my weapons but without actual shader maps included because with this shader (and it works differently when applied to entities/characters vs. weapons) it actually allows the weapon to pick up scene lighting in a fairly pleasant way if running with shaders turned on without making things look like they've been dipped in Karo syrup.
ASTECH
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Posted: 14th Oct 2008 23:16
I was the one to suggest the model and I failed to get a chance to buy it. My pc had issues and I was doing some moving and renovating.
Theres no way I can get the chainsaw brute? I had planned a big scene with him.

Astek

-Indestructible-

Nickydude
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Posted: 14th Oct 2008 23:38
Bond is creating a 'gore pack' which will include the brute plus some other goodies, you'll just have to hang on Astek.

ASTECH
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Posted: 14th Oct 2008 23:53
Ugh! My gut is ready to explode in anticipation.

Astek

-Indestructible-

Nickydude
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Posted: 15th Oct 2008 00:01
Quote: "Ugh! My gut is ready to explode in anticipation."


One for the gore pack then...

bond1
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Posted: 15th Oct 2008 00:01
The gore/mature pack will be out by December 1st. Model Pack 17 and 18 owners are going to get some MAJOR visuals improvements once I release the shaders and normal maps!

Here's my warhammer. Mine's more "Hollywood" than Errant's. This will be the first weapon to use one of my new shaders. Yes Errant as long as I stick to the texture naming that FPSC recognizes, we can use the alpha for anything we want. I'm going to use the specular map alpha for self-illumination, long overdue for weapons!



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"bond1 - You see this name, you think dirty."
Game Maker
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Posted: 15th Oct 2008 00:45
Looks great!

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Nickydude
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Posted: 15th Oct 2008 01:08 Edited at: 15th Oct 2008 01:08
Of course it does, it's Bond, dirty Bond!

bond1
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Posted: 15th Oct 2008 17:38 Edited at: 15th Oct 2008 17:41
FPSC pic:




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"bond1 - You see this name, you think dirty."
GP PrOdUcTiOnS
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Posted: 15th Oct 2008 17:45
Nickydude
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Posted: 15th Oct 2008 17:52 Edited at: 15th Oct 2008 17:53
For some weird reason, the guys arm seems weirdly bent, looks like he has a broken arm. I'd imagine that the 'elbow' would be further to the right to take the weight.

Gingerkid Jack
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Posted: 15th Oct 2008 18:00
Bond, using a magic wand I found in my garden, I take your powers and claim it as my own. Now worship me!!!
But seriously it looks friggen good.

I was Jacko but I changed my name.
B I O M A S S
Dr Parsnips
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Posted: 15th Oct 2008 18:02
Thats amazing! With some decent recoil like in airmod, it could be imense!

HMMMMMMM
bond1
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Posted: 15th Oct 2008 18:07
Hey Nickydude, I know what you mean. He's actually in mid-swing though, I took the screenie at that point to fully show the hammer on the screen. It's looks more natural in motion. I'm going away for a few days on a mini-vacation. This will be on the store for monday, with probably a new "elven bow" as well - to expand my section of fantasy weapons. Thanks!

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"bond1 - You see this name, you think dirty."
Nickydude
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Posted: 15th Oct 2008 18:31
That would explain it then, I assumed it was a ready stance.

FredP
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Posted: 15th Oct 2008 19:30
Bond,
That scared the crap out of me.Good job on this.

Failing at every guitar game ever made!
fallen one
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Posted: 15th Oct 2008 19:58
I love this, I hope you do a lot of weapons for that model arm set.

ASTECH
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Posted: 15th Oct 2008 23:58
Now STOP. Hammer time...

Astek

-Indestructible-

OzzyZigg
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Posted: 18th Oct 2008 01:36
What would all the things in this "Gore" pack be?

I love Horror games. Like Dead Space and Bioshock.
Those shaders look awsome too. Would they even work on a slower computer?

-Ozzy
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Posted: 18th Oct 2008 01:42
Quote: "What would all the things in this "Gore" pack be?"

Gore. And more gore...

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bond1
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Posted: 18th Oct 2008 02:44 Edited at: 18th Oct 2008 02:47
Quote: "Those shaders look awsome too. Would they even work on a slower computer?"


I guess it depends on what "slower" means. My 8800GTS is two years old now, but it still feels like a smoking fast card to me, but I guess that would be considred an utterly middle of the road card now. I think anything from a Geforce 6 series on up would handle them quite well.

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"bond1 - You see this name, you think dirty."
Cheese Cake
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Posted: 18th Oct 2008 13:43
Hey bond...i emailed last day...and a couple of weeks..
Just wondered if you received them?

meteorite
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Posted: 18th Oct 2008 15:52
Quote: "Bond1 = legend"

No, your thinking Will Smith

Bond, that Chansaw Brute looks absolutley terrifying, his eye creeps me out

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
3DPropMan
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Posted: 19th Oct 2008 10:35
With all humility and respect from one 3d modeler to another bond1, You are the man.

Everybody Wang Chung Tonite
Darth Dementous
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Posted: 18th Nov 2008 22:54
Bond1, does your Brute character work in FPSC X10? I've been trying to decide if I should buy it in the TGC store, but I don't know if it will work with X10. Please respond as soon as possible so I can buy this amazing-looking character.

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Posted: 18th Nov 2008 23:39
Darth Dementous, the Chainsaw Brute isn't in the TGC store.
Maniac Modeler
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Posted: 19th Nov 2008 01:23 Edited at: 19th Nov 2008 01:25
Bond your skills have improved over the years, it totally obvious to everyone, your talent surpasses many of us amateur artists. I remember I long time ago you recorded tutorial on how to rig a character in 3ds max, the psonic zombie I think, and man I learned so much from that. Thank you.
I think It'd be cool if in your free time you could just show the guys around here how you make those masterpiece textures.
I don't want to sound like a pathetic noob-ish requesting pig though Just a suggestion.
Thanks and keep up the excellent work! You make FPSC better everyday!

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Conjured Entertainment
AGK Developer
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Posted: 19th Nov 2008 15:39 Edited at: 19th Nov 2008 16:08
Wow!
Your shader looks good Bond.
Pretty soon you will reach your apex, if you aren't there already.

I really like this Brute character.
Here he is trying to figure out which way the clip goes into his new XM-8 assault rifle.



THANKS again!

Quote: "I think It'd be cool if in your free time you could just show the guys around here how you make those masterpiece textures."

Yeah Bond, since you have so much free time.
But seriously, that's a good idea and you would probably do well selling video tutorials that share your texturing expertise.
Don't get me wrong, your modelling skills are awesome and those tutorials would sell well too.
However, not many of us here can afford the professional level software you use for modelling.
So, the texture tutorials would probably be much more popular here.
Your 3DS Max skills are awesome and I bet your tutorials for that would sell well in their forums.
I was thinking of making a few video tutorials myself, but I'm not sure if I have any skills worthy of a tut.
Maybe I could cover some basics though in the software that I use. (Free & Cheap Software like FragMOTION, Milkshape 3D, and Paint.NET)
Even for people like you that do have the skills, the key words here are "free time", which I am sure you are as short on as I am.
It is a good idea though, and you definitly have the skills, so at least consider it.

Don't forget to visit Conjured Entertainment

Darth Dementous
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Posted: 19th Nov 2008 17:31
What I meant to ask is the brute that bond1 made and put in the store compatible with X10?

Demon Air 3D
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Posted: 21st Dec 2008 23:25
yeah is it compatable with fpsc x10 ?

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