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FPSC Classic Models and Media / Bond1's Cinematic Filmgrain Shader released!

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Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 23rd Aug 2010 20:18
...truly outstanding, bond1.

This is greatly appreciated.

Aisen
15
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Joined: 1st Dec 2009
Location: Stockholm, Sweden
Posted: 24th Aug 2010 17:04
Truly a masterpiece.
This will work excellent for my projects

Your signature has been erased by a mod
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 24th Aug 2010 17:20
My game is now going to be done in Black & White, and I am so excited.
I just tried it out on an old map and the results were amazing.
Aside form the black and white, this color correction is also amazing, and the results were far better than I expected.
We're getting ready to go full steam with machinima and this is just what we needed to pull that off. (I'll be posting a video of a trailer once that character shadow pack is released)
I don't think people are going to realize the full potential of this thing right away, but over time I expect to see great things thanks to this shader.

Thanks again Bond

   Conjured Entertainment

 WARNING: Intense Madness
Seth Black
FPSC Reloaded TGC Backer
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Location: Pittsburgh, PA
Posted: 24th Aug 2010 18:25
@Conjured Entertainment:

I'm excited to see your NotLD trailer.

Decneo
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Posted: 24th Aug 2010 18:33
Thank you bro,will try to use it , I really would like to see Bond1's game,I'm pretty sure it will be the most awesome game that ever made with FPSC engine.



Personal 3D Modeler for your game.
Woolfman
17
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Joined: 19th Sep 2007
Location: Cave
Posted: 24th Aug 2010 19:13
What?!? I didn't check the models and media for a while now and then I find this and your character shadows. Fantastic! Well done Bond1. Lets see if I can use this correctly
Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 24th Aug 2010 21:05
Quote: "I'm excited to see your NotLD trailer."

The first one won't be that great (just a teaser), because I have to replace all of my characters.
I have them scripted as talkers already, so now I need to replace them all with new lip sync compatible characters.
I was going to play around with the AIKO Talker, but when I opened her up in FragMOTION, this is what I got... (see attached)
That would be alright for a horror movie but not for characters who are not zombies yet.
The mesh imports fine into MilkShape 3d, but as you know, that means a loss of the bones and animations.
So, until I can figure this out, I guess the THUG Talker will have to dress in drag because he imports fine into FragMOTION, so he will be the mesh that gets modified into females and males.

   Conjured Entertainment

 WARNING: Intense Madness

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Seth Black
FPSC Reloaded TGC Backer
20
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 24th Aug 2010 21:42
"...when I opened her up in FragMOTION, this is what I got..."

...yikes.

I'm pretty sure that I dated her, during the hazy, crazy 80s.

ROTFLMFAO

Until a viable MilkShape talking rig is released, it looks like this will be a setback, indeed.

I still have no doubt that you'll come up with a good solution.

Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 24th Aug 2010 22:31 Edited at: 24th Aug 2010 22:43
Quote: "I'm pretty sure that I dated her, during the hazy, crazy 80s."

Yeah, the profile reminds me of a girl that turned me down for a date just a couple months ago.

Quote: "I still have no doubt that you'll come up with a good solution."

I have doubt.
That facial bones structure looks really complex, so I may end up at the mercy of the character modeling experts to release a talker character pack.
I seriously doubt that I can make a head for that bone structure, and if I did get it rigged right it would still probably look bad, but I'll try anyway.
Meanwhile, for the trailer, I'll just use clips from the film for the character's talking and use the in game shots for the action.

Sorry for drifting off topic Bond, now back to the shader...

   Conjured Entertainment

 WARNING: Intense Madness
Pirate Myke
15
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 25th Aug 2010 05:14
Thanks, Bond1, your dedication is inspiring.

Nothing but coffee in my veins
SOLO DESIGN
16
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Joined: 30th Jul 2008
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Posted: 25th Aug 2010 15:00
bond1 does it again!!! superb stuff!!

One question though can this full screen shader be turned off and on via scripting?

What I am looking for is the player picks up a camera and when a key is pressed a camera recording HUD appears and the full screen shader starts with flashing red dot recording on the hud.

Pressing the key again stops the screen shader and removes the hud etc.
If you get my drift........
Nomad Soul
Moderator
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 25th Aug 2010 15:46
Full screen shaders were scriptable in Project Blue using the setfullscreenshader=X command.

I know the Project Blue variable system has now been added to FPSC v118 but am not sure if this would include the shader scripting features.

Jonez Games
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Location: Finland
Posted: 26th Aug 2010 03:30
This is great! But... how do I use it?

Jonez

Nbt
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Location: Behind you!!
Posted: 26th Aug 2010 13:09 Edited at: 26th Aug 2010 13:09
Quote: "This is great! But... how do I use it?

Jonez"


Try reading the actual topic, especially the 1st post which explains everything.

Jonez Games
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Posted: 26th Aug 2010 13:40
Quote: "Try reading the actual topic, especially the 1st post which explains everything."

Oh, I didnt realize I need dark shader. cost 30e. But I think its worth it.

Jonez

BeauPratten
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Joined: 16th Feb 2010
Location: Newy, Australia
Posted: 26th Aug 2010 13:43
Quote: "I didnt realize I need dark shader"


You don't. It's somewhat easy to edit in notepad.

I will admit that I'm not always right, but I'll never admit that I'm wrong.
vortech
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Location: Finland
Posted: 26th Aug 2010 13:47
But you can't preview it.


Check for pure horror.
BeauPratten
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Location: Newy, Australia
Posted: 26th Aug 2010 13:51
True, but still it's good with trial and error. Just takes longer....

I will admit that I'm not always right, but I'll never admit that I'm wrong.
Nbt
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Location: Behind you!!
Posted: 26th Aug 2010 15:03 Edited at: 26th Aug 2010 15:05
IMHO Dark Shader is priceless and worth every penny. After all we're already saving loads with the free high quality shaders bond1 has given us, so us the money saved to get dark shader

I use it for tweaking stock shaders too, it really makes a BIG difference if you can see what your changes are doing.

p.s. if you get the darkgame studio you also get the dark shader (and lots of other goodies) as well as dark voices, which will come in handy for talking characters.

Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 26th Aug 2010 18:49 Edited at: 27th Aug 2010 01:58
Quote: "Oh, I didnt realize I need dark shader. cost 30e. But I think its worth it."

Get the DarkGame Studio Bonanza offer instead! (DGS Bonanza link at the top of this page)
You will save over $170 bucks.

Quote: "p.s. if you get the darkgame studio you also get the dark shader (and lots of other goodies) as well as dark voices, which will come in handy for talking characters."

Yes, DarkGame Studio is the only way to fly.
That is why I got it, for DarkVoices and DarkShader, and the savings on getting everything else is just crazy cool.

Quote: "This is great! But... how do I use it?"


Here is the path the shader needs to be in... ( the effectbank>ps_2_0 folder)

C:\Program Files\The Game Creators\FPS Creator\Files\effectbank\ps_2_0

...just back up the post-bloom.fx then replace it with this one named post-bloom

Then load and run a map and you will see your change, even in a test build.

   Conjured Entertainment

 WARNING: Intense Madness
Scurvy Lobster
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 28th Aug 2010 10:47
Just a thanks to bond1 for releasing this shader It really adds value to my game!

Conjured Entertainment
AGK Developer
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 2nd Sep 2010 00:33
Hey, for those of you who saw the picture I posted of trying to import an AIKO Talker's X file into Fragmotion...well, I have an update.

I found a solution for this FragMOTION import problem, and it was an easy obvious one that makes it evident that I didn't try a work around before freaking out.
Anyway, if you place the talker in FPSC and let FPSC create a DBO file, then you can open that into FragMOTION without any distortion to the mesh or animations.
I hope this helps you guys (& gals like Little Bill lol) who are trying to modify the talkers and were having the same problems I was having with the X file.

Back on topic...

How did this get to the second page in the threads?

Bumpity Bump



   Conjured Entertainment

 WARNING: Intense Madness
Wolf
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 2nd Sep 2010 03:09
I sure use this in my next project.

Simplay amazing effort on these @ Bond1



-Wolf

God Helps the Beast in Me!
Leongamerz
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Joined: 14th Aug 2010
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Posted: 7th Sep 2010 08:32
Hi Bond.How to use this shader?

Hello
Scurvy Lobster
19
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Joined: 3rd Mar 2006
Location: Denmark
Posted: 7th Sep 2010 11:45
Leongamerz: check the Youtube video link in the very first post. It explains everything in detail.

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