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FPSC Classic Product Chat / [LOCKED] Dynamic Shadows in FPSC x9

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Dark Goblin
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Posted: 12th Feb 2009 12:38 Edited at: 12th Feb 2009 12:41
well FPS of 10 is because at one point the renderer has some really odd problems, but if the grid is up the wall the framerate goes back to 60...

just remember its all work in progress

EDIT:

i wil answer some questions:

Quote: "Does the lighting take any longer to render than standard FPSC lighting?"

not if you build the game (exe or test game) because all shadows are rendered in real time.

Quote: "I think there just static not dynamic though. Dynamic would mean moving objects or scenery. Any tests on characters? "


Have you watched the videos? They are dynamic. You can move objects or lights around and the shadow updates in real time.
Characters: Yes but they don`t seem to be textured correclty so maybe in a few days...

here is a video i forgot to post:

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

... efxMod Developer!
dumpus
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Posted: 12th Feb 2009 18:37
So, you don't need to add any FPSC lights at all, or this is a modification of the regular ones?

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Red Eye
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Posted: 12th Feb 2009 18:52
WOW THE YOUTUBE MOVIE: WOW That is just playing god, WELL MADe


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Aaagreen
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Posted: 12th Feb 2009 18:56
Now we juse need the lights to be just as beautiful on models as segments.

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Dark Goblin
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Posted: 12th Feb 2009 19:16 Edited at: 12th Feb 2009 20:13
Quote: "So, you don't need to add any FPSC lights at all, or this is a modification of the regular ones?"


well in a later version the new system takes the Dynamic Light Positions you have set in the Map Editor and use them for the new dyn. lightning

EDIT:

so another Screen to show you the new working Shader on Segments



... efxMod Developer!
Doomster
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Posted: 12th Feb 2009 20:23
Brilliant.
Cannot wait till a new Version of the EfxMod arrives.

TGPEG
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Posted: 12th Feb 2009 20:31
Looks divine.

For the DOF, wouldn't most games choose the object that is closest to the crosshairs and choose that to focus on. Even without it, this is looking great!

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Dark Goblin
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Posted: 12th Feb 2009 20:38
Quote: "wouldn't most games choose the object that is closest to the crosshairs and choose that to focus on"


it has the focus on the object you point at with your crosshair ^^

... efxMod Developer!
TGPEG
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Posted: 12th Feb 2009 20:40 Edited at: 12th Feb 2009 20:43
Well... in as many words.

Again, this is excellent, and it's even better to hear that this could be in with all the excellence of efx when it returns. Congratulations on this DG.

EDIT: Oh! Forgot to say you could have scripts to define a certain entity for the DOF to focus on, such as in games like Assassins Creed where the rest of the world is blurred out bar a certain person, it's good because you can highlight a certain entity or the location of an objective. Might be a bit complicated to program that but, it could be worth it.

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Dark Goblin
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Posted: 12th Feb 2009 20:42 Edited at: 12th Feb 2009 21:49
thx and i really love that all you guys here like what i am doing ^^

EDIT:

now the Shader works perfectly on Entitys with automatic searching for the shader textures:



(all 3 Entitys are shaded!)

... efxMod Developer!
Nickydude
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Posted: 12th Feb 2009 22:43
Dark Goblin
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Posted: 12th Feb 2009 22:46
to hear that from a mod makes me very happy ^^

but i hope there are some other people out here in this big forum who want to say something

... efxMod Developer!
ZockerX
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Posted: 12th Feb 2009 23:10 Edited at: 12th Feb 2009 23:12
Hello @ all,

here is a new video

have fun

Look this: http://www.youtube.com/watch?v=1p_qRRvK7-8


Greetings X

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TGPEG
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Posted: 13th Feb 2009 00:15
@zockerX: You can't even begin to understand how much I love that. It's mind bogglingly good.

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Demon Air 3D
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Posted: 13th Feb 2009 00:29
awsome! love it!
Nomad Soul
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Posted: 13th Feb 2009 03:33
@Dark Goblin

Ok. The last screenshot you posted looks amazing and the light and shadows tech is very impressive.

Lets talk limitations. What needs to be addressed before release, what improvements are being made etc? It looks close to being extremely well implemented and I really hope you see this though because it would be a graphical milestone for FPSC.

I'm thinking monsters shadows cast on walls, spinning fans casting animated shadows across the room. The fact you already have soft dynamic shadows is a great achievement. When the grate shadows are being cast on the barrel as you move around with it was class.

What about the segments. Have you got static lights working on them with shaders on all surfaces now?

If all the effects in ZockerX's video are implemented fully I'll be asking to purchase a commercial license.

Brilliant.
TGPEG
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Posted: 13th Feb 2009 10:49
Quote: "If all the effects in ZockerX's video are implemented fully I'll be asking to purchase a commercial license."


As am I. Will this be implemented into efx 1.6.5 for sure? Because for this, along with all the features in efx (and guaranteed that they would work bug-free), I'd probably be willing to pay twice what I paid for FPSC in the first place.

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Dark Goblin
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Posted: 13th Feb 2009 14:54
well the segments use the same light as the entitys because in the new renderer no "Object" has different settings.

Segments are now rendered as Entitys and there is no need to switch between dynamic or static lightning.

The dynamic shadows stop rendering if there is nothing moving inside a level, so you have the same shadows as if the are rendered in real-time if you move a Barell for example.
But one big different is, that if you move an object around it needs a lot of performance (on some systems!). But we hope to get some performance speed up if we begin working on the whole syncsystem.


Quote: "It looks close to being extremely well implemented"

Well there is a lot of work to do to get this work correctly. It looks really like it is working good (which it really does ^^), but we need to fix some issues and add the scriptcommands and all that stuff to let the "Game Maker" choose what exactly he wants to use in his game.

So all effects you see on the screens or videos, are implemented but you can not tweak them without having the sourcecode (well only the textures ^^).
But i think we will get this work done in some days, because what you see is added in 5days now.

...big post and i hope i have answered all questions. If not, feel free to ask ^^

... efxMod Developer!
Nighthawk
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Posted: 13th Feb 2009 15:08
Quote: "Will this be implemented into efx 1.6.5 for sure? Because for this, along with all the features in efx (and guaranteed that they would work bug-free), I'd probably be willing to pay twice what I paid for FPSC in the first place."


Never said anything like that.
efxMod 1.6.5 is part of the 1.6 series (more exactly, 1.65+)
The mod we're talking about in this thread is a completely new development, is codenamed in another way and also has a differend future regarding version number, license, distribution, etc.


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Cyborg ART
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Posted: 13th Feb 2009 15:24
The last picture looks amazing, can´t belive its FPSC.

Plystire
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Posted: 13th Feb 2009 15:58
This does indeed look to be a very promising mod!

Since you're using a shader to implement the reflections based on lighting position, could you possibly provide a template shader file for your users to branch from so that their shaders work just as well?


The one and only,


TGPEG
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Posted: 13th Feb 2009 17:14 Edited at: 13th Feb 2009 17:15
@nighthawk: didn't think so. But imagine that... it would be the cutting-edge of the white-hot crucible of mod godliness

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proart
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Posted: 13th Feb 2009 19:01
And this efx mod is free?
ZockerX
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Posted: 13th Feb 2009 21:25


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Cyborg ART
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Posted: 13th Feb 2009 21:40
Thats unbeliveable! Just amazing!
I need!

How stable is it?

Red Eye
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Posted: 13th Feb 2009 21:45
WOW MyGod JEZUS Christ, Just Unbelieveble WELL DONE


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Dark Goblin
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Posted: 13th Feb 2009 22:23
and now something really new...

Light Rays:



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Demon Air 3D
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Posted: 13th Feb 2009 22:23
That looks better than x10! awsome work!
dumpus
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Posted: 13th Feb 2009 22:25
NICE, lightrays usually look amazing in games. Just not sure what to think with that screenshot. Would it be possible to accomplish something similar to the light decal from the sprite pack?

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ZockerX
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Posted: 13th Feb 2009 23:17


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Doomster
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Posted: 13th Feb 2009 23:39 Edited at: 13th Feb 2009 23:44
Dominik, I will marry you.
To be honest, it's looking fabulous!

Ps: "DG.System", does this mean it won't be part of EfxMod?
Ps2: Would it be possible for you to integrate "Mouseover Buttons" for our Games?...THAT would be great, also.

ZockerX
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Posted: 14th Feb 2009 01:25


Greetings X

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Rampage
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Posted: 14th Feb 2009 02:20
Pure ... awesomeness.


DarkBASIC Pro. Teh awesumness
fallen one
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Posted: 14th Feb 2009 02:30
Is this efx or a new mod? looks great whatever it is. Love the screens, keep them coming.

meteorite
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Posted: 14th Feb 2009 02:35
This is looking quite nice, it's good to see new work


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Nomad Soul
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Posted: 14th Feb 2009 03:38
Seeing the attached pic was incredible. Now you have something very special.

So a unified light and shadow system in FPSC at last.

So if this isn't going into EFX mod is it still going to have a free non commercial version with the effects shown here?

If not then I think I'd rather buy this than EFX. I love this mod.

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EVOLVED
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Posted: 14th Feb 2009 07:49
This is using my Deferred shading right?
TGPEG
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Posted: 14th Feb 2009 08:49
Nice! Are the light rays calcualated in realtime as well?

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Dark Goblin
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Posted: 14th Feb 2009 09:15 Edited at: 14th Feb 2009 09:24
@Evolved:

yeah we are using your DS System but needed to add some parts to get it work.
But you`re right its based on your DS.
(Hope there is nothing which speaks against it because you said to me someday we can use all your stuff.
Also i would love to talk with you about something, but not in the forum, maybe MSN or something like that)


EDIT:
yes the Rays are rendered in real-time

EDIT2:
i updated my first post and changed some features, added Time of Day Lightning...

... efxMod Developer!
Ocho Geek
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Posted: 14th Feb 2009 16:39
is the shader strength going to be adjustable, because for me these sharders are a little TOO strong

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
Dark Goblin
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Posted: 14th Feb 2009 16:41
just use normal maps which have not such a high intensity

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dumpus
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Posted: 14th Feb 2009 16:50
Wow, those are some of the most realistic shots I've ever seen from FPSC...can't wait until this comes out! I'll consider buying a commercial license, as well.

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SikaSina Games
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Posted: 14th Feb 2009 16:57
Brilliant, leaves me completely speechless...This is a one-off for FPSC, if a game was made with this mod, Crysis will be crying by the corner of the suckers zone...Phenomenal...

-FCV

EVOLVED
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Posted: 14th Feb 2009 19:06
I was beginning to wonder lol, some mention/credit that you were using it would of been nice . Looks great btw
Dark Goblin
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Posted: 14th Feb 2009 19:10
yeah sry i forgot it ^^

i(we) will never forget which shaders are the one we base our work on ^^
(on german forum i have a really nice sig about you ^^)

but is there a way to talk with you instead of email or YouTube?

... efxMod Developer!
Demon Air 3D
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Posted: 14th Feb 2009 21:41 Edited at: 15th Feb 2009 00:52
Awesome!!!, will they be a beta version available? if soo how long, lol sorry its just really really good!
Dark Goblin
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Posted: 15th Feb 2009 09:37
there will be a beta if:

1) The Mod works as good as we want it
2) We need some more Betatesters than we have

... efxMod Developer!
=Acid=
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Posted: 15th Feb 2009 09:41
There's Just one thing that I recommend that could make it better.
Having adjustable shadow opacity/transparency could make it looks alot better. At the moment It looks as though The shadows cast a solid Shadow on segments or entities.

Looking good though.
Rampage
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Posted: 15th Feb 2009 09:47
You have me Dark Goblin remember? I have programming skills as well


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Dark Goblin
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Posted: 15th Feb 2009 09:48
as I said...
We will see if we need more testers.
but just let us continue working on this!

... efxMod Developer!

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