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FPSC Classic Work In Progress / Dark Earth: Vienna Calling

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Ertlov
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Posted: 4th Aug 2008 23:15
All segments are self-made.

Come to where the madness is:
http://www.homegrowngames.at
Cardboard Box
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Location: Salem, OR
Posted: 6th Aug 2008 18:51
I just looked at all the screens and videos, and... wow. It hardly even looks like a game made in FPSC. Brilliant work.
petsall
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Posted: 8th Aug 2008 10:46
looks awesome good game

finnish and also proud of it
creator of zombies
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Location: UK: West Wales
Posted: 8th Aug 2008 15:11
WoW!, Looking good Ertlov. I especially like those dirty segments!. As for your bloom shader, would you mind sending it to me via email so I can take it for a test run.

Anyway, keep up the brilliant work

CoZ



Adriano jones
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Posted: 9th Aug 2008 00:34
hey ertlov your game is amazing could you please send me the shader?

I took a look outside, and Nickydude was pointing a pistol at my head.
Noob101
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Posted: 9th Aug 2008 00:54
wwoah this game looks great!

NoOoOoB
CoffeeGrunt
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Posted: 9th Aug 2008 01:06
Quote: "hey ertlov your game is amazing could you please send me the shader?"


Hehe, I wish that too, but that thing's dynamite and I don't think we'll get a sniff of it.....

Ertlov
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Posted: 16th Aug 2008 18:14
Here`s the water entity version 2.0 visible, it`s still based upon Darkhazards work, but with an improved fresnel shadering routine and some other textures.

Come to where the madness is:
http://www.homegrowngames.at

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Heroefol
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Posted: 16th Aug 2008 18:23
Wow Ertlov

This is looking reallt awesome!

Ertlov
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Posted: 16th Aug 2008 18:47 Edited at: 16th Aug 2008 18:50
Thank you very much

I like the fact that most users here say what they think, straight & narrow. So when coffeegrunt stated that the water looks bland, I needed some days to come to the same conclusion and made a new one.

Feedback from within the community is a thing all developers should appreciate, it`s free consulting...

Come to where the madness is:
http://www.homegrowngames.at
CoffeeGrunt
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Posted: 16th Aug 2008 22:01
Quote: "I like the fact that most users here say what they think, straight & narrow. So when coffeegrunt stated that the water looks bland, I needed some days to come to the same conclusion and made a new one.

Feedback from within the community is a thing all developers should appreciate, it`s free consulting..."


Your welcome. Criticism is essential for a game I think, glad to have helped you with your game......

Punk13
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Location: In EpikLand!
Posted: 18th Aug 2008 00:37
Ertlov i must have that shader.....what do you want ill give you anything

segments
models
art
My soul
you name it.

AaronG
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Posted: 18th Aug 2008 02:20
I have to admit I'm right in there with Punk.


_sYn_
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Posted: 18th Aug 2008 16:53
Quote: "Here`s the water entity version 2.0 visible, it`s still based upon Darkhazards work, but with an improved fresnel shadering routine and some other textures."


WOW Nice to see that someone use this ^^. Looks great !

Keep it up !

-Im sorry for my bad english-
Ertlov
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Posted: 18th Aug 2008 17:03
I`ve been here around for two years now, and in this time I`ve been trying out all kinds of different methods, workarounds for the engine limitations and so on. I`m not a coder, no matter what I try, I can only optimize existign routines, the creation of totally new stuff is above my capabilities.

However, I`m more than ever convinced, that if you`ve got stunning textures, great models, superb animations, a very good lightening and all the small tricks possible within FPSC limitations, you can create a game that is technically on par with "Fear 1" - at least in narrow inside locations.

Come to where the madness is:
http://www.homegrowngames.at
Airslide
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Posted: 18th Aug 2008 17:22
If by FEAR 1 you mean F.E.A.R. - I wouldn't be too sure about that. Once we get migration updates we'll be closer, but there are things FEAR could do that FPSC will likely never be able to. I won't say never since Lee is planning on letting modders work on official updates, so anything is possible, but the overall framework of the engine is an obstacle in many things.

Ertlov
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Posted: 18th Aug 2008 18:03
Don`t confuse "technical capability" with "look and feel". Of course you`ll never have the polycount (and therefore the detailled models), the volumetric effects, the bullet time with flying projectiles and so on...

But I´m pretty sure that you can get a look and feel that makes the player think "It´S as good as FEAR"

Come to where the madness is:
http://www.homegrowngames.at
MadChicken Games
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Posted: 19th Aug 2008 07:17
Ertlov

The shader is cool but Im not goin to fuss over it I wanna know were do you get the pipes from the sewer pipes and stuff they look cool and there just what I need.

BTW very well done you deserve a round of appluase but what shocked me the most is in fact the shader with no mod well done.

Thanks to all FPSC forumers and the staff from The Game Creators for making the software!
Rampage
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Posted: 19th Aug 2008 09:21
This is really a work of art, I want these shaders so bad lol!

[url=][/url][href]http://www.rampagemod.webs.com[\href]
Ertlov
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Posted: 19th Aug 2008 11:59 Edited at: 19th Aug 2008 12:27
Allright guys and girls (are there any here?!), here we go:

The shader is based upon the "Bloom Patch" for "Anderson", which was brought spread by an Anderson fan inside the boards. A few weeks later a modder claimed to have wirtten the code. I don`t know who of the two is right, but we got the permission from both to spread the file. I have no copyright on this version.

You can download the Bloom Patch here:

http://www.gamershell.com/download_22809.shtml

This is a post-processing effect (like Bloom and HDR is always), so you simply copy the two files into the directory of your built game (there where your exe is). Activate / Deactivate the effect with "+" key. Yes, it`s that easy, but here`s what you should do in terms of design to get a good effect out of it:

1. Place 2 lights (one static, one dynamic) close to each other instead of one
2. Work with a low ambience level
3. Most of the stock textures look quite bland with this effect, you have to create your own ones with a significant level of contrast in the diffuse map.

have fun!

MadChicken the Pipes are from official Modelpack 3

Come to where the madness is:
http://www.homegrowngames.at
CoffeeGrunt
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Posted: 19th Aug 2008 20:58
WOOT! I'll see how my game looks with this implemented........

AaronG
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Posted: 19th Aug 2008 21:46
Wow so nice of you to release the method! Thanks alot!


Ertlov
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Posted: 19th Aug 2008 22:07
I hope you remember when I will ask for help with some assets for Dark Earth

btw: Here are the setting I`ve experienced to work best with this post prozessor - look at the screen!

Come to where the madness is:
http://www.homegrowngames.at

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Punk13
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Posted: 19th Aug 2008 23:21
Thankyou Ertlov should i send my soul by check or mail?

Nomad Soul
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Posted: 20th Aug 2008 00:56
WOW

This is very generous. Decent FPSC X9 shaders are very rare so thanks for this little diamond.

Can I just ask if your bump shader which allows for decent looking normal mapped segments is a modified version of the stock bump.fx shader or completely custom ?

As far as I'm aware the only other developer to have got bump mapping working on segments is the E.L.E team so congratulations on achieving this.

I wish FPSC shader programming wasn't such a dark art. Its clear that excellent effects can be achieved without the use of mods given the know how.
Rampage
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Location: New Zealand
Posted: 20th Aug 2008 08:29 Edited at: 20th Aug 2008 08:54
Wow, sweet, will give it a good whirl now, if you place it in your fpsc directory it will work with test game right?
EDIT: Lol haha, when you put it in the main directory and scroll over the toolbar to go to test game the mapeditor blooms up XD
Not a problem though.

EDIT2:
Attached is a screenshot of it running in test game, I am running RampageMOD on version 1.07, weird thing is my fps is usually around 40 on my crappy comp, and it droped nearly 20 Looks good though. Just a small level I wipped up to show it.

[url=][/url][href]http://www.rampagemod.webs.com[\href]

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tjaabee
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Posted: 20th Aug 2008 11:43
Ertlow, that shot with the water makes me gasp. OMG.

Best.

GIMME COKE!
Ertlov
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Posted: 21st Aug 2008 17:45
Inside the main water treatment / generator facility. First study, most thigns are subject to change.

Come to where the madness is:
http://www.homegrowngames.at

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Aertic
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Posted: 21st Aug 2008 17:54
...wow.


No doubt'fully the simon cowell of the fpsc section :S
Adriano jones
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Posted: 21st Aug 2008 22:50
Cool!
Ertlov, I must have that shader... could you please send me an e-mail?

I took a look outside, and Nickydude was pointing a pistol at my head.
Ertlov
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Posted: 21st Aug 2008 23:35
The download link for the shader is a few posts above...

Come to where the madness is:
http://www.homegrowngames.at
Krowsnest
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Posted: 22nd Aug 2008 00:01


I put the shader in a previously made fairly-dark level and it made my loading screen's text and everything increase brightness very fast (it was normal at start and by the time it was almost done loading my screen was completely white lol)

I should get a screen....

But the levels themselves looked great, thx for the generosity!

:::::The Alteration Network:::::
--------------TBA---------------
fallen one
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Posted: 22nd Aug 2008 03:32
The bloom shader, how does it compare in speed to the one in efx?
Also does it work if there is no lights and amibient level lighting is 100%, ie the ambient is 100% so the level is full light with the abient lighting, no light icons in the game and no lightmaps.

Rampage
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Posted: 22nd Aug 2008 08:40
Well I usually get a fps (timer based) around 40-50 on my bad computer and it dropped to 20, unless you have quite a good computer you will get a dramatic loss in fps (well I did anyway) and thats with Timer Based! Meaning you might experience more than lossing 30 fps. But thats just what happened to me, my advice is to just give it as a patch along with your game. For the highended pc's.

@Ertlov: Newest screeny looks fantastic! Can't wait to play it!

[url=][/url][href]http://www.rampagemod.webs.com[\href]
tjaabee
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Posted: 22nd Aug 2008 09:53
Wow.

Best.

GIMME COKE!
CoffeeGrunt
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Posted: 22nd Aug 2008 10:36
That last screen.......you're not using FPSC, are you? You can't be...it's impossible for it to look that.......tasty, (welll, not the sewage, yeuch!).....

Ertlov
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Posted: 22nd Aug 2008 12:32
It`s FPSC without any Source modification. And I don`t believe I`m that good, as I`ve played "Decay" yesterday and I have to admit that it has a "look & feel" better than Anderson on it...

However, you can achieve great results with good textures and lightening only, so I focus on that.

Come to where the madness is:
http://www.homegrowngames.at
CoffeeGrunt
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Posted: 22nd Aug 2008 12:45
....I was joking, that shader looks amazing by the way, I remember a similar one being released on the IGDN forums by S4Real, is this one based on it?

Ehetyz
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Posted: 22nd Aug 2008 13:21 Edited at: 22nd Aug 2008 13:22
Quote: "It`s FPSC without any Source modification. And I don`t believe I`m that good, as I`ve played "Decay" yesterday and I have to admit that it has a "look & feel" better than Anderson on it..."



...Well, ok, but from what I've seen so far, Dark Earth whups Decay's butt 10-0... And I love Anderson's FMV scenes... mmm....HDV...



-Astek Games Developer-
CoffeeGrunt
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Posted: 22nd Aug 2008 13:31
How's PQ coming along anyhoo Ehetyz?

Ehetyz
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Posted: 22nd Aug 2008 13:45
I answered that question in the Hardcore zombie project topic... Let's not derail this thread.

@ Ertlov;
Did you actually get normal maps to work on segment walls, or are those same shaders as in stock segments? I love the look of the generator/sewage facility...



-Astek Games Developer-
Ertlov
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Posted: 22nd Aug 2008 17:12
I got them to work better. Not perfect, not even really good, but they work. I van give you a package of files and a short description, if you like. However, I realized that the look of my segments is better when i bake & fake a normal map styled effect right into the diffuse map, If you have Skype and a headset and the latest gimp in front of you, I could give you a brief introduction into what I`m doing with the segments.

Come to where the madness is:
http://www.homegrowngames.at
AaronG
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Posted: 23rd Aug 2008 01:29
Here's just an example of the shader...


No bloom :


Bloom:



CoffeeGrunt
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Posted: 23rd Aug 2008 01:53
Nice, shame it messes up 2D images.....

AaronG
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Posted: 23rd Aug 2008 04:09
Yeah, the engine loads the shader on default so it's applied to everything in game. I wish there was a way to get this working in test game though.

I love this shader even though it may mess up hud images. But hey, you never know you could possibly use this to your advantage by making an animated glowing radar hud or something...


Hockeykid
DBPro Tool Maker
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Posted: 23rd Aug 2008 04:50
wow looks good btw the health hud is really cool
Ertlov
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Posted: 23rd Aug 2008 13:18 Edited at: 23rd Aug 2008 13:29
I already like what you make out of it

Edit:

Two more advices:

1. Try to avoid lit corners. The rooms seem to be bigger when the corners are dark, and dark corners create a huge load of creepy feeling on a subliminal base, it`s a natural psychological reaction.

2. Try to use textures that are very detailled, rich on contrast and darkened. When I`ve got a photo-based texture ready for use, I give -60 on light in gimp before saving it as diffusal map.

Example attached:

Come to where the madness is:
http://www.homegrowngames.at

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AaronG
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Posted: 23rd Aug 2008 18:14
Wow really, darkened? I would've thought that it would take away detail, guess not!


Roger Wilco
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Posted: 23rd Aug 2008 18:27
It's a very nice effect, thanks a lot for sharing this!
I only tested it on a very small level, but the way it enhanced the look of the small room, I can only imagine how awesome it'll be in a full level!

Nomad Soul
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Posted: 23rd Aug 2008 19:18
Quote: "I got them to work better. Not perfect, not even really good, but they work. I van give you a package of files and a short description, if you like. However, I realized that the look of my segments is better when i bake & fake a normal map styled effect right into the diffuse map."


Any chance of uploading your updated bump shader for segments. I can make the necessary textures but a shder that can use them is just a pipe dream at the moment. Even if it's not working brilliantly I'd love to do some testing with it?

If not any information you could give on the 'bake and fake' process for GIMP would still be much appreciated.

I wonder if decent normal mapped segments will ever be a reality in FPSC X9.

Great looking scenes by the way.

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