Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 19th Feb 2009 16:59 Edited at: 19th Feb 2009 17:00
if you would see the floor(wall texture with relief, you would die ^^

but actually this shader doesn`t work with FPSC because of some strange problems. I hope we can fix it...
well to show you why you would die (NOTE! THIS IS NOT FPSC!:



anyone living?

... efxMod Developer!
knxrb
FPSC Tool Maker
15
Years of Service
User Offline
Joined: 10th Oct 2008
Location: United Kingdom
Posted: 19th Feb 2009 17:01 Edited at: 19th Feb 2009 17:01
Red Eye
15
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 19th Feb 2009 17:03
I AM DEAD< HIHIH VERY GOOD REALY good


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 19th Feb 2009 17:07
The last shot from FPSC looks like heaven, its AWESOME!!
Great work!

Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 19th Feb 2009 17:09 Edited at: 19th Feb 2009 17:21
DAMNNNN!!!!! im dead
make sure you keep us updated with images : D
SikaSina Games
16
Years of Service
User Offline
Joined: 5th Dec 2007
Location: Reading, UK
Posted: 19th Feb 2009 18:31
Dark Goblin [Awesome pics] xN0MaD SP4RT4Nx

-FCV

TGPEG
17
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 19th Feb 2009 23:41
Looks very nice. Very very nice indeed.

[center]
Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 19th Feb 2009 23:55
Makes me want more and more : D
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th Feb 2009 01:54
I still think the bloom is turned up way too high.

Also, any chance of altering the shadows so that shadows cast further away are blurrier, whereas shadows cast closer to the object are sharper? That would be much more realistic.


Nice job with the light rays, too. Would like to see them in a video.


The one and only,


Roger Wilco
18
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 20th Feb 2009 12:58
@Ply: You mean like PCSS (perceptually correct soft shadows)? I believe that would take quiet some power to run, but it sure would look nice.

Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 20th Feb 2009 13:54
@ Dark Goblin, do you think you could show us a screenshot of how it looks in a scifi enviroment ?
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 20th Feb 2009 15:17
ehm
@Ply:
shadows in the distance are blurred out because of some frame improvements!

@Demonair:
Well i think i can manage this

... efxMod Developer!
Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 20th Feb 2009 15:39 Edited at: 20th Feb 2009 15:40
Yaay! : D Thanks
Scifi is my fave ^_^
TGPEG
17
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 20th Feb 2009 22:12
I don't think the shadows look too bad. At any rate they're a damn sight better than what we have at the moment. And perceptually... erm... the things Roger mentioned - would be great as well, but it wouldn't break my heart if they didn't get in.

[center]
Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 20th Feb 2009 23:19
yeah, i agree the shadows look 100 times better than the current fpsc

Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 21st Feb 2009 01:56
This mod is going to give us Leadwerks engine 2 features and graphics in FPSC.

I can't stop thinking about this mod and what it's going to do for our games.
Chaosa
15
Years of Service
User Offline
Joined: 21st Feb 2009
Location: Your room...stealin your stuff...
Posted: 21st Feb 2009 12:11
I must say that is simply amazing. Wonderful job.

-Chaosa

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 22nd Feb 2009 02:42
@Dark Goblin:

I realise it's an optimization routine to keep the shadows a lower res, but do you think you could provide an option to have sharper shadows at closer distance and highly blurred shadows at greater distance? It would look much better that way, IMHO, and providing it as an option would give your mod a bit more user-friendliness.


The one and only,


Water in fpsc
15
Years of Service
User Offline
Joined: 13th Aug 2008
Location: Smallville and a beach house in Oblivion
Posted: 22nd Feb 2009 13:52
OMG that looks amazing!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
are the settings adjustable ike older versions of efx mod

Come check out my game playing and making forum at:geekygamers.ownforum.org
Water in fpsc
15
Years of Service
User Offline
Joined: 13th Aug 2008
Location: Smallville and a beach house in Oblivion
Posted: 22nd Feb 2009 13:53 Edited at: 22nd Feb 2009 13:56
oh by the way how much will this cost

Come check out my game playing and making forum at:geekygamers.ownforum.org
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 22nd Feb 2009 15:45
Quote: "oh by the way how much will this cost"

no comment.
read the thread and you will find your answer!

Sry but i was on a concert the whole saturday and had not a lot of sleep.

... efxMod Developer!
Nighthawk
18
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 22nd Feb 2009 21:28
And now it's time to show some screenshots of the original efxMod Scifi Map - a little bit reduced but it shows some of the main capabilities of the Deferred Shading.

Sorry for the yellow debug information on the left side, I didn't do a seperate compile for a non-debug-info-version.





This screenshot was made with a special normal/heightmap ... didn't know why I used that crappy maps for that...




Intel Xeon 3350 Quad@2,67GHz, Asus Commando, 2GB RAM, Thermaltake Shark, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 22nd Feb 2009 21:33
Looks great!

creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 22nd Feb 2009 21:35
May I ask. What exactly is Deferred shading doing in your screensots? Because it seems like it has made the scene rather murkey and cloudy. The Highmap used in the screenshot is nice, although I feel in my opinion, It doesnt really look right on the metallic sci-fi floor; And in this instance, but shadermapping every object and segment possible, you have bought the FPS down to 18 or 20, and those statistics are a bit worrying on a rig of your specifycation. You may also want to take into account, that although shaders are nice, Nearly all commercial current games don't shadermap everything in sight, and are best used sparingly in my opinion.

Looking good though

CoZ



Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 22nd Feb 2009 21:37
its not the time to look at the FPS.
there are no improvements made until now...

... efxMod Developer!
Nighthawk
18
Years of Service
User Offline
Joined: 12th Apr 2006
Location: Germany
Posted: 22nd Feb 2009 21:38 Edited at: 22nd Feb 2009 21:40
Well, the FPS Rate is such low, because Kaspersky Internet Security, Winamp, Photoshop, multiple Instant Messengers, FTP software and two instances of CodeSurge with a full FPSC/efx Sourcecode opened were running in the background.
(1,3 GB of 2 GB RAM used when Testgame is not running)

Did anyone ever noticed the heavy lag caused by Winamp? I noticed recurring lags and a heavy fps loss with winamp running.


Intel Xeon 3350 Quad@2,67GHz, Asus Commando, 2GB RAM, Thermaltake Shark, Sapphire Radeon HD2900XT, Samsung Syncmaster 245B 24"
Chaosa
15
Years of Service
User Offline
Joined: 21st Feb 2009
Location: Your room...stealin your stuff...
Posted: 22nd Feb 2009 21:47
Quote: "Did anyone ever noticed the heavy lag caused by Winamp? I noticed recurring lags and a heavy fps loss with winamp running."


hmm, nope. I always have winamp running in the background. Never seen a problem with it.

The screenshots look amazing. btw.

-Chaosa

Roger Wilco
18
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 23rd Feb 2009 00:39
Deffered shading is what STALKER uses, or more precisely the X-Ray engine. I can't say exactly what it is, but I think it means that the engine renders all shadows and effects in one pass? Either way, I loved how STALKER looked, especially Clear Sky, and I love how this is coming along. You'll have my money for sure when this is done.

Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 23rd Feb 2009 02:01
Same here

Amazing job on this mod. The EFX team really are the business when it comes to next gen graphics.

I think you've made a very good choice going with FPSC development as most commercial enginges that have these effects all require programming and in some cases semi professional knowledge of game development.

Implementing these features into a game engine which is as flexible and user friendly as FPSC makes the achievement even more spectacular.

This mod has my full support whether it has a price tag on it or released with a free version. You guys deserve to make some money for giving the community the benefit of your talents.
dumpus
16
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Canada, eh?
Posted: 23rd Feb 2009 03:38
First screenshot reminded me of a level from Metal Gear Solid. It looks very cool, can't wait for it to come out.

*This post will self-destruct in 10 seconds.*
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 24th Feb 2009 21:04
so now is the time to show you that also Parallax Mapping is now working:





... efxMod Developer!
creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 24th Feb 2009 21:10
Very Nice DG!. I see you fianlly got that bloody TEXCORD command in your shader to work

CoZ



Roger Wilco
18
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 24th Feb 2009 21:14
I never thought I'd see parallax mapping for segments or dynamic soft shadows in FPSC X9. You've managed to squeeze in both, and I sure as heck wish I'd been a beta tester for this.

Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 24th Feb 2009 21:16
well we have some tester but this version has no one except of 3 people (with me) ^^

so you know that only the Helix Member has a version of this Mod and there will be no change until we sort out some really big bugs!

... efxMod Developer!
Ocho Geek
16
Years of Service
User Offline
Joined: 16th Aug 2007
Location: Manchester, UK
Posted: 24th Feb 2009 22:08
and them sweet unrestricted framerates

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 24th Feb 2009 22:12
Quote: "and them sweet unrestricted framerates"

That has already been achived by many people by the way Check Out S4real's Latest MOD for uncapped Framerates.

CoZ



Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 24th Feb 2009 22:31
uncapped Framerates are also in Airmod-.-

so every Mod which uses Airmod has uncapped Framerates

... efxMod Developer!
xgcell
15
Years of Service
User Offline
Joined: 11th Nov 2008
Location: Internet
Posted: 25th Feb 2009 02:19
um you can uncap the framerate by pressing "x" in testgame mode without a mod...

Friends are like potatoes, if you eat them they die.
Chaosa
15
Years of Service
User Offline
Joined: 21st Feb 2009
Location: Your room...stealin your stuff...
Posted: 25th Feb 2009 06:05
Quote: "um you can uncap the framerate by pressing "x" in testgame mode without a mod..."


Doesn't that just un-sync it?


Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 25th Feb 2009 08:23
Then it goes too fast.

Chaosa
15
Years of Service
User Offline
Joined: 21st Feb 2009
Location: Your room...stealin your stuff...
Posted: 25th Feb 2009 12:18
Quote: "Then it goes too fast. "


lol go figure, makes my fps rate go to 6...

-Chaosa


TGPEG
17
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 25th Feb 2009 17:40
Quote: "lol go figure, makes my fps rate go to 6..."

That's usually after pressing 'u'.

[center]
Roger Wilco
18
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 25th Feb 2009 17:42
Can anyone say "off-topic"?

Anything new to tell about the project? Perhaps some new eye-candy to feed our shallow hunger for effet goodyness?

TGPEG
17
Years of Service
User Offline
Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 25th Feb 2009 17:45
Quote: "Can anyone say "off-topic"? "


Off topic.

I'm keen to see some more of that excellent relief mapping as well.

[center]
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 25th Feb 2009 20:00
i have adjusted the Bloom so that it doesn`t look like the whole screen is blured.
just want to know what you think about it:



... efxMod Developer!
Roger Wilco
18
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 25th Feb 2009 20:38
Looks a bit better now, doesn't look as 'misty' as the previous screen. I've always liked bloom better when it's more subtle and not as intense as some early X10 projects...
I'd say that amount is just right. But I'm guessing you will incorporate the ability to adjust it in-game later?

Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 25th Feb 2009 20:43
well i think there will be the good old efx Gui to adjust all settings (and also set the Time of the Day ^^)

... efxMod Developer!
Roger Wilco
18
Years of Service
User Offline
Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 25th Feb 2009 20:59
Awesome! Time of the day, does that mean you're going to incorporate directional lighting as well?

Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 25th Feb 2009 21:05
its implemented ^^

the sun cast light rays

... efxMod Developer!
Demon Air 3D
15
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 26th Feb 2009 08:26
This looks great!

Login to post a reply

Server time is: 2024-05-18 07:47:50
Your offset time is: 2024-05-18 07:47:50