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FPSC Classic Product Chat / [LOCKED] Official efxMod Thread [56k Warning]

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ASTECH
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Posted: 3rd Jun 2008 19:54 Edited at: 4th Jun 2008 00:05
Edited



Nighthawk
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Posted: 3rd Jun 2008 21:06 Edited at: 3rd Jun 2008 21:10
I assume you don't know that the Radeon X800 and the other chips of the Xxxx-Series are DirectX 9.0b chips
And I also assume you didn't read the requirements of the FPS Creator correctly.
You need a fully DirectX9.0c compatible card if you want the FPSC to work correctly - more precisely: efxMod needs DirectX9.0c cards to work properly and you can expect a low performance or even graphical bugs if your system doesn't meet the requirements.

So - you didn't read the FPSC Requirements and also not the efxMod requirements. Sorry. But that's clearly your fault and you shouldn't wonder, if efxMod doesn't work the right way.


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ASTECH
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Posted: 4th Jun 2008 00:06
Whatever.



Nomad Soul
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Posted: 4th Jun 2008 00:38
When is the pro version of EFXmod going to be completed with all the extra stuff.

Can we at least have a beta version that allows for the parallax mapping shader you have already demonstrated working in a youtube video.

This is the only mod ive seen that does a good job with shaders on segment surfaces.

We need geometry shaders so badly.
Nighthawk
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Posted: 4th Jun 2008 14:45 Edited at: 4th Jun 2008 14:47
Quote: "When is the pro version of EFXmod going to be completed with all the extra stuff."


As I said before... either in a few months or never

Quote: "Can we at least have a beta version"


No, because we have a fixed count of betatesters and we won't do public betatests anymore.

Quote: "that allows for the parallax mapping shader you have already demonstrated working in a youtube video."


That was relief mapping, there were just some screenshots of parallax mapping working in efxMod.
Parallax and relief mapping are still not integrated in v1.5, every screenshot made, showing relief or parallax mapping, was done under 1.49/1.48.
however, I don't think we'll integrate relief mapping, parallax mapping or others in v1.5 Classic.


As I said before, we wanted to pause efxMod for some time and we still didn't do that step. We just took a short break and continued working on it, so please be patient because I don't know how our plans change the next time.


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Aaagreen
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Posted: 4th Jun 2008 16:54
EFX mod updates are like buses... there aren't any for ages, and then 2 come along!

Formerly Bum Fat Cheese
Bloodeath 6 6 6
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Posted: 7th Jun 2008 13:54
Quote: "Quote: "When is the pro version of EFXmod going to be completed with all the extra stuff."

As I said before... either in a few months or never"

lmfao that made me laugh pretty hard.

You'll Know When You See It.

Death has no end
Nighthawk
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Posted: 8th Jun 2008 21:59 Edited at: 8th Jun 2008 22:07
Just a short information on the actual efxMod Development process...

as mentioned in another Thread, we fixed the 3 major bugs
- Globalscript Bug
- MP9/10 Bug
- Skybox Flash

And we re-did the dynamic shadowing system and added a new transparency management for optimal recognition of alphachannel textures.


And here a new promo video (does not contain information about the new refraction thingy...)

http://youtube.com/watch?v=6wySz9yu0bQ


And the latest extra-feature:

Multi-Pass Refraction shading (there's not a big performance loss, we tested it on mid-class systems)
And no one urges users of entry-class systems to use this feature


http://www.helixsoftware.eu/images/efx/efx_phoebeEX_refrpromo2.jpg


http://www.helixsoftware.eu/images/efx/snapshot153.jpg


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Dark Jaguar Flame
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Posted: 8th Jun 2008 22:13
Nice

flickenmaste
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Posted: 8th Jun 2008 22:14
i cant download it...its a dumb .rar file =(

What you know wont hurt you- except me
google merxitygames so join our forums!
Aaagreen
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Posted: 8th Jun 2008 22:25
Rock on!!!

Please check out my WWII Media Pack 1 FPSC thread... http://forum.thegamecreators.com/?m=forum_view&t=131014&b=3&p=0
Nighthawk
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Posted: 8th Jun 2008 23:08 Edited at: 8th Jun 2008 23:11

http://bp1.blogger.com/_yWVb7mFQzwU/SEw7txTgOrI/AAAAAAAAAGQ/6Co5kMOUtv4/s1600-h/snapshot156.jpg


http://bp1.blogger.com/_yWVb7mFQzwU/SEw7yPqTeAI/AAAAAAAAAGY/rzs2WMHT040/s1600-h/snapshot157.jpg


http://bp2.blogger.com/_yWVb7mFQzwU/SEw73nXKbvI/AAAAAAAAAGg/tYmj-Dul4bg/s1600-h/snapshot158.jpg

Just experimented with the normalmaps...
Remember, this is FPSC X9

And btw. you can have as much windows/refraction objects as you want - it does not affect the framerate (more or less...)

at least on mid-class or high-class/high-end computers, there's no difference between 5 or 15 windows, because it uses an unified rendering system


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AaronG
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Posted: 8th Jun 2008 23:55
I was wondering, on the website you state "Dynamic Light Moving"...Does this mean light-sources can be dynamically moved around in-game/scripted events?

Please do explain.

And, when I build a game...(or just level), how do I go about saving the settings for the bloom, water, and shaders?


Nighthawk
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Posted: 9th Jun 2008 00:05
Quote: "I was wondering, on the website you state "Dynamic Light Moving"...Does this mean light-sources can be dynamically moved around in-game/scripted events?"


Yep - that's right

Quote: "And, when I build a game...(or just level), how do I go about saving the settings for the bloom, water, and shaders?"


At the moment you have to do that with scripts - saving the values right out of Testgame is still not possible
but I expect that this feature comes in 1.56, maybe even in 1.55


okay, now 4 more screenshots







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CoffeeGrunt
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Posted: 9th Jun 2008 00:32
Firstly, loving the "active-Camoflage" look, it's great.....

Secondly, this Dynamic Shadowing working well = Me You, dynamic shadows is pretty much the only thing I'd beg for in an Aesthetics mod, great job.....

Roger Wilco
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Posted: 9th Jun 2008 01:06
That's simply amazing, keep up the awesome work.
Gunn3r
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Posted: 9th Jun 2008 01:29
Wow. Just wow. I'm really torn if I want to use EFX or Ply's mod for Emergence and Emergence II. The screens just look better and better for EFX. Great job, Nighthawk.

Airslide
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Posted: 9th Jun 2008 01:38
I still think we should do the UltiMod thing

Gunn3r
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Posted: 9th Jun 2008 01:53
You won't hear any complaints from me...

Nomad Soul
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Posted: 9th Jun 2008 02:42
Ok

Moving lights and better dynamic shadows. Thats awesome.

Its a real shame you don't work for TGC so you have the time to dedicate to this. The new features your coming up with here are seriously good.

As usual shader work looks awesome.

Please upload a video of the moving lights and dynamic shadows.
GamerDude
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Posted: 9th Jun 2008 05:08
The active invisibility thing reminds me of crysis! i love it.
GOTH 1 SNIPER
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Posted: 9th Jun 2008 05:29
Quote: "Its a real shame you don't work for TGC "

Lol True true. But most of the stuuf thes guy's are makeing
TGC sid that it CANT be done

But ya thes guy's need to stop messing with fpsc an move on an make money for ther work

I think the so called v2 is a scam just to keep us thinking it will get better

But w/e im drunk an just being a noob

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Inspire
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Posted: 9th Jun 2008 08:44
Wow, this looks beautiful.

I haven't tested it out, and I've read that the performance is good, but sometimes people have said that just to bash your mod.

Can anybody tell me how the performance is on mid-range PC's?

And is the bloom, water, and refraction optional? Would one be able to edit the setup.ini file to change turn these things off before playing the game?

Good work, guys (I'm assuming there's more than one person working on this).

Aertic
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Posted: 9th Jun 2008 13:51
Looks awsome Nighthawk.


Nighthawk
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Posted: 9th Jun 2008 14:31
Quote: "Can anybody tell me how the performance is on mid-range PC's?"


We're still testing, but it seems it runs quite good on these systems.

Quote: "And is the bloom, water, and refraction optional? Would one be able to edit the setup.ini file to change turn these things off before playing the game?"


Yep, you can disable the effects, but not with the setup.ini.
You just have to use some scripts (maybe in the Titlescreen.fpi or Setuplevel.fpi - it's not important, where)
I'll add some new setup.ini values/entries, soon.

Quote: "Good work, guys (I'm assuming there's more than one person working on this)."


Thanks. In fact, there's only one effective coder. Guess who
But don't forget Dark Goblin, he's also there and... doing things


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Aertic
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Posted: 9th Jun 2008 14:56
Also Nighthawk, I found a bug, that is useful for cutscenes.
Set water to a height any height, now go in the water underneath it, now set swimming on and water off, then you can fly around.
If possible, can you not fix this bug, it'll prove usefull for machinema and cutscenes, which i`m very fond of.


Nighthawk
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Posted: 9th Jun 2008 15:02 Edited at: 9th Jun 2008 15:04
I also discovered that "bug".
Just some kind of indirect NoClip Cheat

I won't fix it because it's not a bug
When you disable the water shader, you also disable the underwater effect

but cutscenes will be possible in efxMod, anyways (I announced "Camera Effects" in the beginning of the efxMod development, some months ago - that includes Camera control, Camera follows special camera waypoints, camshakes, etc.)


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Aertic
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Posted: 9th Jun 2008 15:06 Edited at: 9th Jun 2008 15:44
Quote: "(I announced "Camera Effects" in the beginning of the efxMod development, some months ago - that includes Camera control, Camera follows special camera waypoints, camshakes, etc.)
"


oh, awsome, must of missed that bit.


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Nighthawk
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Posted: 9th Jun 2008 16:16
so, here just another refraction screenshot

You can apply this shader to any object, a character, a weapon, a dynamic entity, etc.
except static objects - I'll explain it later.




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DarkFact
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Posted: 9th Jun 2008 16:34
You've come a long way on this since I last talked to you man. Nice job.

Leaning Objects To The Side
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Posted: 9th Jun 2008 17:00
OMG!! Nighthawk I am sooo loving what you have done thus far!! I would buy the efxMod for sure...Nighthawk keep up the good work.

off topic...@ Dave it's nice to see you around these forums!


Cheers,
Tanya.
Aaagreen
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Posted: 9th Jun 2008 17:01
This is all fantastic. Brilliant. The shaders are great. The quality is great. The frame rate is improving.

Give it water sounds, ripples and splashes, plus good AI and weve already given fpsc a full x10 treatment, plus more. Plus, with Airslide, you have a non-effect coder who has lots of great talent and skill. EFX mod is the ultimate mod.

Please check out my WWII Media Pack 1 FPSC thread... http://forum.thegamecreators.com/?m=forum_view&t=131014&b=3&p=0
DarkFact
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Posted: 9th Jun 2008 17:02
Thanks, Tanya. Nice to see you as well.

@Nighthawk: Can you set the thickness of refraction to simulate thin-wall?

Nighthawk
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Posted: 9th Jun 2008 17:50 Edited at: 9th Jun 2008 17:50
It depends on the normalmap you're using
and btw. you have to use really really faint normalmaps, otherwise it would refract in such a way that you can't see what's behind the refracted object

Thanks for the acknowledgment


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Aertic
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Posted: 9th Jun 2008 18:27
Loving the new screen nighthawk, keep it up, cant wait to see that in action.


Master Gman
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Posted: 9th Jun 2008 19:39
Does this support AirMod?

I want your babies
Airslide
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Posted: 9th Jun 2008 22:34
@Master Gman - It currently supports AirMod 0.5. He'll probably put AirMod 0.6 in once the AirMod 0.6 source is released (which should be shortly I might add!)

Aaagreen
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Posted: 15th Jun 2008 13:16
So with refraction, I can create effects like on half life 2, with the frosted glass windows and the combine shields?

Please check out my WWII Media Pack 1 FPSC thread... http://forum.thegamecreators.com/?m=forum_view&t=131014&b=3&p=0
Nighthawk
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Posted: 15th Jun 2008 13:21
Yep, and we'll also add the possibility to scroll (move) the refraction texture


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Plystire
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Posted: 15th Jun 2008 22:21
Hmmm, could you apply the refraction only to a portion of a HUD weapon? That'd be a pretty neat effect.


The one and only,


CoffeeGrunt
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Posted: 15th Jun 2008 22:39
What, like on the scope?

Nighthawk
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Posted: 15th Jun 2008 22:41
Mhhh it's only possible to apply this effect to a complete object or an object limb.
But it's possible to apply it to a weapon, somehow or other


So, here some new screens - this is an extended version of our first efxMod 1.5 Test map.
And with the new internal Version 1.55[i], I get a performance improvement of (more than) 100% (from 30-40 FPS to 80-90)
It's not the final result, but you should get a few more FPS with the new, coming version.















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Plystire
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Posted: 15th Jun 2008 22:49
Some of those refraction windows look a lot like window blinds to me.

I bet they look better in motion, though. Think you can whip out a vid for us to gaze at?


The one and only,


Aertic
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Posted: 15th Jun 2008 23:00
Quote: "this is an extended version of our first efxMod 1.5 Test map.
And with the new internal Version 1.55, I get a performance improvement of (more than) 100% (from 30-40 FPS to 80-90)
It's not the final result, but you should get a few more FPS with the new, coming version.
"


Cool, also them screens are Great!


Nighthawk
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Posted: 15th Jun 2008 23:29 Edited at: 15th Jun 2008 23:31
Something better than a Vid...
A Demogame...

efxMod 1.55x[k] Demogame

Download: http://dl.helixsoftware.eu/dl/efxmod_phoebe_ex.rar

No responsibility - because it's an InDev Release and probably buggy. No support - no documentation/helpfile/readme.

Just enjoy it.

And btw., the LICENSE:

The EXE provided with the archive cannot be used for any other games/projects! Distribution is not allowed, except for members of Helix Software.

Please stay tuned for the final version.


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Aertic
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Posted: 15th Jun 2008 23:43
wow,wow,wow, Thanks for the demo, I'll give it a swing now.
and report bugs if possible.


Plystire
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Posted: 15th Jun 2008 23:44
Awww... I was hoping for a vid.

I don't have enough time to download and play a demo. But watching a 3 minute vid would be okay for me. *hint hint*


The one and only,


m man
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Posted: 16th Jun 2008 00:42
Quote: "Please stay tuned for the final version."


Wait... Does this mean you are releasing the EFX Mod or just another Demo?
GOTH 1 SNIPER
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Posted: 16th Jun 2008 00:51 Edited at: 16th Jun 2008 00:52
Quote: " get a performance improvement of (more than) 100% (from 30-40 FPS to 80-90)"
o.0

cuz wow man 7 fps in a small map like that o.0





an DONT say i have a low end computer


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Nighthawk
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Posted: 16th Jun 2008 00:51 Edited at: 16th Jun 2008 00:55
We're releasing the new efxMod 1.55 (or an even higher version) in the next weeks, depending on how our plans change.

Here the video:

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


errr.... GOTH... this is not a small map, it's a really complex map with more than 150,000 polygons

I'm sure you're using driver-powered antialiasing or anisotropic filtering, so please disable it.

and btw. you're using Vista... that's not optimal for efxMod


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