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FPSC Classic Models and Media / Regarding Outdoor Levels, Normal Mapping and so.

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Cheese Cake
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Posted: 10th Nov 2007 23:33
Ahhhh man!!!

Thats just great!

Good job man!


Cheers,
Cheese Cake.


alimpo83
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Posted: 10th Nov 2007 23:43
I'm keeping up the work, but I'm having real trouble getting out the "blue light" that you see in the models.

Thanks for the comments.

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alimpo83
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Posted: 11th Nov 2007 00:02 Edited at: 11th Nov 2007 00:04
Well, after careful reading and trial and error, I've come up with a functional Toon Shader, but with a few remarks:

- It works with any Dynamic entity that has all the textures needed(Main,Diffuse,Normal).

The shader itself was developed for DB and as such It needs a light to start working. While that light can't be found by the shader in FPSC, the models get a little dark(watch screenshot) but this is a minor setback; one will need only to make them lighter in GIMP or so to achieve a nice effect. But there is other problem that the absence of light starts: the models don't get affected by FPSC lights, which is a major setback. But I think the shader can still get some use, because it looks very nice.



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darimc
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Posted: 11th Nov 2007 00:48
It looks awesome, If you could fix those problems, this would be a great addition to the pack.



fallen one
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Posted: 11th Nov 2007 02:06
It looks like light completly doesnt effect it at all.

There is some confusion I think when people say toon shaders, because one can have the effect of the shadow which is the way it shades the model, as in here
http://www.3dluvr.com/rogueldr/tutorials/toon_ink/goontoon.jpg

And the other is the black ouline.
Two different effects. I hope you get the lighting fixed, with what you are doing as this looks like it has great potential.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
Disturbing 13
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Posted: 11th Nov 2007 03:12
I bielieve its cell shadeing that could be the black outline one...I may be wrong though. But Great work non the less! I'm definitely intrested in the water one.


Deathead
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Posted: 11th Nov 2007 03:13
Yes it is Cell shading. It is used in alot of cartoons.

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Orrion Carn
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Posted: 11th Nov 2007 03:36
How long til this pack comes out? And how much... This is really good.



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Orrion Carn
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Posted: 11th Nov 2007 03:40
Edit: Also, where did you get that NVIDIA Shader creator?



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s4real
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Posted: 11th Nov 2007 03:45
I'm very impressed with the work you done on this pack and i cant wait to try out the water effect as that rocks.

I like this so much the effect i would give you a copy off vishnu to try them out even if you going to give them away at a later date.

keep up the good work

Best s4
Cheese Cake
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Posted: 11th Nov 2007 09:25
Quote: "I like this so much the effect i would give you a copy off vishnu to try them out even if you going to give them away at a later date."


I would also give you media just to try this pack.



But anyway, any ideas on upcoming shaders?

Cheers,
Cheese Cake.


fallen one
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Posted: 11th Nov 2007 11:33
Quote: "Edit: Also, where did you get that NVIDIA Shader creator?"

from the NVIDIA website.
google Nvidia.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 11th Nov 2007 11:44 Edited at: 11th Nov 2007 11:48
Thanks for all the comments.

I'm still trying to understand the sintax of .FX shaders. I got NVidia FX Composer 2(search on google) and I am trying to work with it, but the output files still have to be tweaked to work in FPSC.

When I think it will be great for all, I'll decide which ones to give, which ones to sell, which ones to trade!

But I'll give one or two to everybody, that's for sure.

EDIT: I'm currently (still) working on this toon shader, when I get it I'll start working on others.

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fallen one
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Posted: 11th Nov 2007 12:28 Edited at: 11th Nov 2007 12:35
Quote: "Were you talking about this? It's my aura shader applied to simple textures(with little or no gradients), it looks like cartoon!
The models are from Darkfact Pack, and if you used them, you can clearly see the difference. Tell me what you think"


Im not sure whats happening in that image, the legs look like they are getting shading, tonal value, a shader that can add tone value that didnt need all those lightmaps wopuld be a good thing as all those lightmap textures make the file size massive, it makes games too big to sell over portals or really over the net as a full game would be gigantic in file size, a shader that added shade, like on those table legs and didnt need the use on the light map textures would be great for giving some shade to objects, otherwise for those distributing a full game online one has to have non lightmapped levels to keep file size down to realistic levels for a full game. TCG should put support in for .gif tex, and have the game have output to .dds as it does now or to gif for smaller file sizes.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 11th Nov 2007 15:36 Edited at: 11th Nov 2007 15:37
The toon shader again.
I've reinstalled XIII to get a very cool game to base my work. Only the dynamic entities have the shader applied in that game, all the rest is only textured with toon textures. The only difference is that the models get affected by lighting. But we now know that it can be done in FPSC, if I was a programmer I'd already had made a shader that fully worked, but I'm not

Well, one can't have everything!



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Cheese Cake
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Posted: 11th Nov 2007 17:51
Well it still looks good!
Better something than nothing!


Cheers,
Cheese Cake.


alimpo83
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Posted: 11th Nov 2007 18:22
Another screen, with stock fpsc objects.

Notice that Dynamic Objs cast shadows, which makes them look more real. Since lights don't affect them, the shadow helps them look more credible, and with intelligent texturing, the game will look nice. As for the blue light effect, I've solved it, it shows here because I've not edited these models textures.



Would you guys still be interested in this shader? Tough its limitations I think it can have much use. I'll make a tutorial on how to use it.

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Cheese Cake
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Posted: 11th Nov 2007 18:24
Yeah of course!
These shaders are great.


Cheers,
Cheese Cake.


olliday
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Posted: 11th Nov 2007 18:33
Yes, I'm interested. Great work with the shaders.
fallen one
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Posted: 11th Nov 2007 18:37 Edited at: 11th Nov 2007 19:38
Quote: "Would you guys still be interested in this shader? Tough its limitations I think it can have much use. I'll make a tutorial on how to use it."


Im interested, would be nice to have the model affected by lights and have shadows, but even if it isnt, I can use it for something.

The hooded character model looks odd, its got a green colour about it and the texture looks like its hazed or something. If the shader has these hues on them, then its a non runner, but if it can be got rid off thats something.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 11th Nov 2007 18:41 Edited at: 11th Nov 2007 18:44
"The hooded character model looks odd, its got a green colour about it and the texture looks like its hazed or something. If the shader has these hues on them, then its a non runner, but if it can be got rid off thats something."

That's because I edited the texture, making it very bright, with no care, just to test.
Here take a look at default model Conker, in different versions.



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Disturbing 13
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Posted: 11th Nov 2007 18:49
Just curious, is the gun being affected at all, or does it not have the shader applied?


alimpo83
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Posted: 11th Nov 2007 18:52
The weapon has no shader applied, only the default one used on weapons in FPSC.

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Cheese Cake
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Posted: 11th Nov 2007 18:54
Can you post a picture with a shader applied to the weapon?
(toony shader)
If it is possible than.


Cheers,
Cheese Cake.


Styloo
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Posted: 11th Nov 2007 18:55
My GOOOOD !!!! The shader LOOOOOOOOK VERY GOOOOOOOD

When your pack is release ?

alimpo83
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Posted: 11th Nov 2007 19:17
A visual comparision between Strong, Medium and weak cartoon shader. Tell me what you think.

Strong Shader(very strong, it's a strange but cool effect)



Medium Shader



Weak Shader ( I think this is the best looking)



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Cheese Cake
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Posted: 11th Nov 2007 19:20
Looking good!
To bad about the blue effect.

Cheers,
Cheese Cake.


alimpo83
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Posted: 11th Nov 2007 19:21
The blue effect can be taken off, I've sorted that thing out, as I've said before.

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Inspire
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Posted: 11th Nov 2007 19:21
Are you writing these shaders yourself, using a program to generate them, or borrowing them from the shader pack?

Either way, they look great.

alimpo83
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Posted: 11th Nov 2007 19:24 Edited at: 11th Nov 2007 19:30
I'm taking the base from the shader pack, while looking at some tuts from over the internet and the FPSC stock shaders, to make them usable there and re-write what's necessary, with my low knowledge on shaders.

Thanks for the comments.

EDIT: It's hard because FPSC doesn't support all the directx 9 commands, that's why most people that tries a shader in FPSC fails.

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fallen one
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Posted: 11th Nov 2007 19:50
I would really like this one for a game Im doing now.


I was going to fake it on the texture, but the edges mess it up on my fake job, this would solve it for me. Id love to have this one to solve what Im working on, it would get the job done.

It would be great if the width of the glow is controllable, so you can pick how wide an area the glow is.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
Orrion Carn
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Posted: 11th Nov 2007 23:21
Thanks for the help guys. Later.



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alimpo83
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Posted: 12th Nov 2007 09:25 Edited at: 12th Nov 2007 09:26
A video showing the toon shader working.
The weapon has a custom muzzleflash.


http://www.youtube.com/watch?v=T09P5x51MYs

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Dr Parsnips
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Posted: 12th Nov 2007 11:19
it looks so nice! even without the lighting affecting them it looks really good! nice job!

HMMMMMMM
fallen one
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Posted: 12th Nov 2007 12:15
Is that aura one a staight port, I remember trying the ones from DarkBasic way back, as I remember I think that one opened in the segment editor, But I cant remember if it worked in the SE but not ingame, did you have a go at the fpe, or is it just the one from dark basic.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 12th Nov 2007 13:20
Thanks.

The aura shader is a modified version of a DB shader, it doesn't work in FPSC Segments (it does, when no light is applied to the level; when it's applied the segments get flat, that's a problem with the FPSC engine build), but it works in ANY entity, as long as it's dynamic, of course.

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s4real
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Posted: 12th Nov 2007 13:33
Very nice work on these anyway my offer is still open as like to test the water one,email if you want to tlk more.

Keep up the good work

best s4real
fallen one
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Posted: 12th Nov 2007 16:31
Quote: "The aura shader is a modified version of a DB shader, it doesn't work in FPSC Segments (it does, when no light is applied to the level; when it's applied the segments get flat, that's a problem with the FPSC engine build), but it works in ANY entity, as long as it's dynamic, of course."


Thats no problem to me having no lighting on segments, I want to use it on a game for portals, it doesnt have lighting to keep the file size down. Wouldnt mind testing that shader out.

As you know about shaders you may know about this,

I want semi transparency in a segment,
I've tried 1 bit alpha dds1, that just gives a simple mask, when trying dds3 and 5 for semi transparency created by an alpha, in game the segment is just invisible, was alright in the segment editor program, what's the deal on semi transparency on segments, how is it done or is it possible. Or does one need a shader.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 12th Nov 2007 19:55 Edited at: 12th Nov 2007 20:01
I know it's done with alpha texturing, it does not need a shader, tough I think It can be done via shader, it would involve much more work to get the same result.

EDIT:

Here's a environment shader applied to an entity, it gets the result you want. No lights affect it tough.
It can't be applied to a segment, because of FPSC limitations: you use it, use a light = shader gone.



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fallen one
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Posted: 12th Nov 2007 21:01 Edited at: 12th Nov 2007 23:49
Well sense says all it takes is an alpha, load it in and thats that, only you will get the effect in the segment editor, but in game it will not show.

Is the cell shader done yet, whats its progress, black line around object, but cant use lighting so no shadows on it, that will look off if you are in a dark area, and the model is lit up, also it doesnt look fully lit, its kind of grayish, it looks nither lit by in game lights, or fully bright, as if no lights are on it, just kind of dull and grayish, its hard to tell from the test and low quality youtube, but thats what it looks like, so Im not sure how well it works.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
Urlforce Studios
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Posted: 13th Nov 2007 00:24
alimpo, I am glad you got these shaders working. I have been secretly working on incorporating shaders myself, however I chose to mod the source and not the shader, adding commands useable in .fpi scripts to shade the object, for example, I made a one sided plane in milkshape, exported it as .x and made it what I call a "segment skin" for a refraction shader straight out of DBPRO, by adding a camera at the center of the plane, pointing upwards making x9 look like x10 for a game i'll keep in my "back pocket" but I'll send it to you soon so you can see how the scripting of the mod would allow you to virtually use any dbpro compatible shader in fpsc.

alimpo83
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Posted: 13th Nov 2007 08:54
That's very nice UrlForce, and that "segment skin" of yours, I've tought of that, but in this way: I'll use segments normally and then apply entities(or a single entity, dynamic) with the effect I want. It's not the easiest or the fastest of methods, but it works. Of course your method is better, because it's faster.

I'll wait for what you're going to send me then!

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fallen one
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Posted: 13th Nov 2007 23:13 Edited at: 13th Nov 2007 23:16
So then, does the cell shader get rendered with shadow if it is put in a dark area, or is it all lit up, reason I ask is its unuseable if it doesnt go darker in dark areas of the map.
And does it work on segments.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
alimpo83
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Posted: 14th Nov 2007 14:38
First of all, for those who haven't read:

- My shaders don't work on segments, because of FPSC limitations; when you use a light, the shader is lost.

- I kinda solved it by used building blocks(entities) to make walls and buildings, so they CAN get shader use;

- Most of my shaders aren't light affected; So if you're not happy with it, don't use them/buy them upon release; that problem can be kinda solved using texturing.

- The use of shaders doesn't seem to affect game speed, just the number of polygons one use in models; so it's a very nice way to get extra detail for low poly models.

- I'll release 1 or 2 shaders free, the others I haven't decided yet.

- I'll release a Tutorial on how to use shaders in FPSC, limited or not.

- I'm no programmer, so I can't really make a shader from scratch; I only understand parts of the .FX syntax, so I change and work values in order to get different and varied effects.

And that's about it.

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fallen one
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Posted: 14th Nov 2007 14:56 Edited at: 14th Nov 2007 15:00
If you are using shaders that others have released, but changing the .FX syntax, isnt that a copyright issue if you are selling them, also if these are to get released, please put out the shaders that dont work with lights as well, some users dont use lights anyway, as they intend it to be distributed over the net and want very small file sizes, lightmaps make big file sizes so I dont use lights when making online games, sub note, 'that cant look good, no lights in a game' the games are stylised games not intended to simulate real life.
So for me shaders that dont work with lights can fit for projects that I have, so please include them all, dont leave some out just because lights in the map mess it up.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
Johny English
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Posted: 14th Nov 2007 15:37
Please, can you make comic shader for free?

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Josh_sg1
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Posted: 14th Nov 2007 23:35
Im doing outdoor city levels and taking time on it. I geuse I could show a few screeneis soon.

Create build.
alimpo83
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Posted: 15th Nov 2007 15:40
Josh_sg1 I didn't understand the interest of your reply, concerning what we are discussing here.

And haven't decided which ones to release for free!

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Johny English
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Posted: 15th Nov 2007 19:20
Please one comic shader and one what is on the first picture and video (I think yellow light bounce on the wall) on page 1.

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alimpo83
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Posted: 18th Nov 2007 00:24 Edited at: 18th Nov 2007 00:34
The beta testing phase began, very limited beta testers, just one at the moment.

Currently testing:

- s4real.

Cheese Cake if you still want to trade little media by some shaders, please send email!

EDIT:

The shaders only work on Windows XP, not in Windows Vista.

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