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FPSC Classic Product Chat / [LOCKED] CoZ's Relief+Bump+Specular Shader. Download here!

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g0LDjUnGe
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Posted: 15th Feb 2009 17:10
for sure the Normal Mapping and the Relief Mapping Shader are not from you they work so without editing or tweaking it, you just changed the copyright and you say its yours, that is what i don't like
proart
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Posted: 15th Feb 2009 17:15
The relief shader is isnt working on my segment
I'm using the efxmod.
Red Eye
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Posted: 15th Feb 2009 17:28
just incredible!!!!!


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Ocho Geek
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Posted: 15th Feb 2009 17:54
Thank You! Something great for free

I CANT THANK YOU ENOUGH

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
SikaSina Games
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Location: Reading, UK
Posted: 15th Feb 2009 18:53
Quote: "@First Company Veteran: Thanks for the backup man."


I always love to help the gods of TGC . I'll see if the relief shader works on my MP9&10 guns, see how beautiful it is .

-FCV

creator of zombies
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Posted: 15th Feb 2009 20:15
Thanks for the comments all. Expect a youtube video in about a hour or so That way, you will all beable to see all the shaders in action

Stay Tuned

CoZ



Pride
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Posted: 15th Feb 2009 21:26 Edited at: 15th Feb 2009 21:26
Oh, I figured-out was was wrong with Bond1's zombie, some .fpe butchering on my part...

I made some D,N,S,and O maps for his zombie so everything looks sick and perfect.

Nice job!

- You know you're curious

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Apple Slicer
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Location: Oregon, in the rain...
Posted: 15th Feb 2009 21:43 Edited at: 15th Feb 2009 21:44
I love these shaders, but I like the paralax segment shader the best. Its an update to fpsc's default one.

Till Thy Migration Come...
creator of zombies
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Posted: 15th Feb 2009 22:36
@Pride: Looking Sick Dude!. Glad to see your enjoying my work!

@Apple Slicer: Thanks mate

@Everyone: Here is A Link to the youtube video I just uploaded showing most of my shaders in action. You might notice that for the relief map shader on the segments, I had to use dynamic lights only. This is the only shader where you will have to do this. Also, Sorry about the poor quality, but it's better than nothing.


http://www.youtube.com/watch?v=xteen5S1mpA

Feedback welcome

CoZ



Apple Slicer
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Posted: 15th Feb 2009 23:06
Quote: "Also, Sorry about the poor quality, but it's better than nothing."


The quality is fine, and it looks great.


Hard to believe that shaders can do this much...And yet people flip their dipsticks over EFX Mod...lol.

Till Thy Migration Come...
Can anyone guess how I came up with my username???
Slim Fly
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Posted: 16th Feb 2009 03:01 Edited at: 16th Feb 2009 03:19
Hi COZ, I am very impressed with your work, Good job

I was just wondering if you could compile your Shaders into a game build?

It would be much easier instead of putting them into the effectbank.


"Just place the shader in the effect Field(s) of the weapon in the gunspec file."

I can not find this destination in the gunspec =/
djmaster
User Banned
Posted: 16th Feb 2009 09:17
a tutorial on how to apply onto weapons or characters would be awesome

A.K.A. djmaster
Violent Pigeon
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Posted: 16th Feb 2009 11:36 Edited at: 16th Feb 2009 11:59
Characters:

Place Entity on the floor, right click and go down to Optional Effects (I think, optional something) in the big box of details, then click in Effects and find the effect you wish to apply (.fx file) then select it and voila, when you run the game it will be applied to that entity.

Weapons:
Go into the gamecore, weapons, MP9/MP10 and then edit it within the gunspec to the name and directory of your effect.


creator of zombies
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Posted: 16th Feb 2009 15:28 Edited at: 16th Feb 2009 15:34
@Violent Pigeon: Thats 100% Correct

@Everyone: I have just uploaded a very short level showcasing some of the shaders in action on the segments and characters etc. But before I get to that, I would like to explain to everyone how to get my shaders working (and their own custom ones etc) on segments. This may seem confusing, but stay with me.

Segment Shaders Tutorial
Often when people go to apply a custom shader such as Normal or paralax mapping to a segment, they encounter shader errors such as black pixelated walls etc. Not to worry, follow the below example, and you will be gawping at your screen in no time. For the perpose of this example, Im using the .fpe of the laboratory Full segment.

Navigate to the segment bank/Sci-Fi/Rooms/Laboratory Full.fpe and Open It. Okay, Now Basicly, you have to delete these lines all the way through the file :


You are effectively deleting all the paths corrisponding to _D, _N and _S Maps. Leave the path for the D2 Map. The reason for doing this is down to the nature of how the DarkLights system in FPSC Handles shaders on these maps when applied on segments. D2 Mpas work fine, The others combined with the D2 Map dont.

After you have done this, navigate to one of the 'effect =' fields. Lets say you want to apply my paralax shader, so you would copy this into all of the effect fields in the file [Your folder locationNames for my shader might be different obviously]


The reason for the Double '=' sign is because [This might sound wierd I know] you need to trick FPSC into thinking that you don't have a shader applied (but it will show up when used etc). Do this for all effect fields in the file (effect0 =, effect1 =, effect2 = etc) all the way through. After you have done this, save the file, and delete the segments .dbo and .bin files. Now you can relaunch FPSC. You will have to close FPSC, then restart for the changes to take effect. And vola!, the shader will (famous last words) work on that segment!. This technuiqe has been tested with All stock segments with my paralax shader that I posted and It works.

So Checklist: Have you?
*Deleted All paths corrisponding to _D, _N & _S Maps
*Enetered your folder location for the shader in all effect fields with 2 = signs.
*Deleted the segments .dbo and .bin files.

If so and it works, you now have permission to gawp at your screen!

Now for the demo Link:
http://www.badongo.com/file/13413834

Remember to move objects around to get some lovely views of the shaders in action on objects etc. Also, its a good idea to just let the enemies walk towards you and admire the lighting on their clothes. You wont want to shoot them after you have seen how sweet it looks!

Stay tuned for more

CoZ



Mr Love
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Playing: MAFIA 2
Posted: 16th Feb 2009 17:13
Nice demo, what Mod did You made it in?

Some things wourld need a little more light though, if it is to dark the shading doesnt appear like it shourld, like the first Zombie for example.. But the "DogHumans" looked awesome and I loved the gunshader.. Great job...

"Right Man in the wrong place can make all the difference in the world"
SikaSina Games
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Location: Reading, UK
Posted: 16th Feb 2009 17:19
Now I know why I can't access Badongo, it uses the BITS which has been corrupted on our system, which is why I couldn't get on GFW-LIVE. I'm really upset now lol...

-FCV

Violent Pigeon
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Posted: 16th Feb 2009 17:27 Edited at: 16th Feb 2009 17:29
Quote: "Nice demo, what Mod did You made it in? "

Its not made in a mod, its just custom shaders
[EDIT] also how do you download it from that link :\ Its confusing


Nomad Soul
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Posted: 16th Feb 2009 18:19 Edited at: 16th Feb 2009 18:29
Ok so this all looks very nice. The characters and weapons look great and the prospect of using normal / parallax mapping on segments is amazing but....

I've not seen anything in the screenshot provided or video that clearlly shows normal or parallax mapping being used.

Can someone upload a picture showing a custom segment with normal / parallax mapping on all surfaces with a static light which clearlly shows the effect i.e. not in a dingy room with no lighting.

Also in the segment tutorial posted I'm not getting it. Delete all the texture paths relating to the additional textures and have the engine only use the shader from the _D2 ??

If this really does provide parallax mapping on segments wheres the part about making a parallax ready normal map and putting it in the texture folder?

Does this work for basic normal maps in addition to those with depth information contained in the alpha channel for parallax? Does this segment shader also take specular maps into account?

I'm not doubting this works but the evidence on offer for segments hasn't totally convinced me at the moment compared with those shown in the dynamic shadows thread from EFX team for example.

Hopefully this is just because I'm only looking at stock segments with a subtle amount of the effect going on but please show something a little more gawp worthy.
creator of zombies
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Posted: 16th Feb 2009 18:40
@Nomad Soul: Greetings there mate,
Im actually unsure how to answer your post or what to say to be honest. All I can really say is that such shaders are being used on segments. For instance. The below shot shows The laboratory segment with the shader applied. This was taken with one big static light in the middle of the room.


CoZ



Nomad Soul
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Posted: 16th Feb 2009 18:50
Hi COZ

Thanks. Thats much better.

Sorry it's just that other segment you were using wasn't doing the shader much justice, especially as it has unusual geometry so was hard to see the effect properly.

This is a much better example and I'm looking forward to trying some out for myself tonight.
Aaagreen
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Posted: 16th Feb 2009 18:59
CoZ, that problem has been adressed in a thread, a long time ago. How, and if, they fixed it, I cant remember..

Your signature has been erased by a mod - Please reduce the combined size to 600x120 maximum size
creator of zombies
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Posted: 16th Feb 2009 21:22
@Normad Soul: No problem
@Aaagreen: It Was?!?. Wow, I should really check that out

@All: Thought Id throw a sci-fi scene together with most of my shaders. Not all shaders a greatly visible here obviously:


Feedback welcome concerning future shaders you would like to see etc

CoZ



TGPEG
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Location: Bristol, United Kingdom
Posted: 16th Feb 2009 22:17
Well those screens look pretty good. Unfortunately I cannot download it because bandango or whatever it is says I have downloaded 1000MB despite me having downloaded nothing at all.

[center]
creator of zombies
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Posted: 16th Feb 2009 22:45
@TGPEG: Bloody bandango! But thanks for the comment!
Quote: "Unfortunately I cannot download it"

You dont know what your missing out on....!

As a side note, I would love this to make the next newsletter!

Stay tuned for more shaders

CoZ



Crusader2
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Posted: 17th Feb 2009 01:27
Quote: "turned shaders fully on"


@CoZ Found my problem...

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Robert F
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Posted: 17th Feb 2009 05:39 Edited at: 17th Feb 2009 06:58
Edit:

NVM, I got it.


Mr Love
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Playing: MAFIA 2
Posted: 17th Feb 2009 08:21
"Its not made in a mod"

I wasnt thinking about the shaders, I dont have that high framerate!
So, what Mod did You use to build the demo?


"Right Man in the wrong place can make all the difference in the world"
creator of zombies
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Posted: 17th Feb 2009 11:23
@Crusader2: Stange how little settings can make a difference isn't it?

@Mr Love: It's running on a custom version of S4reals newest Mod. Its the version only available to beta testers.

Stay tuned all

Hope your having fun using the shaders! Feel free to post some shots of the shaders in use in your own games of levels!

CoZ



Red Eye
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Posted: 17th Feb 2009 15:37
may i ask something, how do you get 83 fps ist that your Computer Specs or is that a mod, or did you did it in a different way, or is that just FPSC Update 1.14?


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Roger Wilco
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Posted: 17th Feb 2009 18:44
@Red Eye: If you check the post above you, CoZ mentioned that he's using a closed beta of S4real's latest mod.

Dr Parsnips
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Posted: 17th Feb 2009 18:48
Amazing! really is spectacular!

creator of zombies
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Posted: 17th Feb 2009 21:43
Thanks for the comments all. I would like to see some of your shots of these shaders in use. Im sure you can do some amazing things with them. As a side note, I will be in bath from tomorrow onwards until this saturday due to going clubbing etc, so obviously I wont beable to develop over the next few days.

But stay tuned

CoZ



AaronG
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Posted: 17th Feb 2009 22:31
Be in bath? Must've read that wrong.

Your shaders are lookin' great! Love'em!


Click above to sign up for the Axifer Designs Dev-Team!
Violent Pigeon
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Posted: 17th Feb 2009 23:07
Bath is a place in england javascript:insertSmiley('')


Crusader2
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Posted: 17th Feb 2009 23:45
Quote: "@Crusader2: Stange how little settings can make a difference isn't it?"


Funny how sometimes they don't... I still don't see a shader working. I'll post a screenshot soon.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
TGPEG
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Posted: 18th Feb 2009 12:43 Edited at: 18th Feb 2009 12:57
Finally managed to download the demo and the thing that most impressed me was the effects on those dog thingies. Amazing.

[center]
Apple Slicer
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Posted: 19th Feb 2009 04:52
Im bumping "my-new-favorite-thread".



People should really use these shaders...

Till Thy Migration Come...
>>>Can anyone guess how I came up with my username???<<<
creator of zombies
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Location: UK: West Wales
Posted: 19th Feb 2009 17:46
Thanks for the comments and the Bump!
As for progress, I now have normal and relief mapping working on every object in the scene including segments and characters. There is not a single drop in Framerate, and I have managed to get a HDR Shader underway!! Trust me, anyone with a weak heart should leave the room when I post some shots of the newest progress..You will most probably die a horrible, slow painful death

Stay tuned

CoZ



Red Eye
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Posted: 19th Feb 2009 17:51
I AM DEAD WITHOUT THE SCREENS < ONLY THE WORDS ARE ALREADY KILLING ME

JEEH


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Dark Goblin
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Posted: 19th Feb 2009 17:58
Quote: "not a single drop in Framerate"

sry but with relief mapping you will EVER have a framedrop...
like to see a screen

... efxMod Developer!
proart
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Posted: 19th Feb 2009 18:43
I'dont understand the segment tutorial.I didn't find the segment fpe file:S
Please help
Pride
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Posted: 19th Feb 2009 23:59
I'm looking forward to those HDR shaders! Man, this keeps getting better and better.

Juzi
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Posted: 20th Feb 2009 15:07
Quote: "I'dont understand the segment tutorial.I didn't find the segment fpe file:S
Please help "


It's actually .fps

creator of zombies
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Posted: 20th Feb 2009 16:36
@Dark Goblin: That may be ture if you are combining relief mapping in with other features (Say a complete graphics Mod like Efx), But my relief mapping shader doesnt impact on Framerate at all. If you want, I Will post a relief map level later on next week.

@Pride & Red Eye: Thanks for the comments guys, I shall resume development as soon as I get home on saturday.

@Juzi: yeah It is .fps sorry. My Bad

Stay tuned

CoZ



Aaagreen
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Posted: 20th Feb 2009 16:43
@CoZ,

I think they eventually decided it stands for "Lee".

Dark Goblin
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Posted: 20th Feb 2009 17:01
@CoZ:
no i have tested a lot of relief shaders (good ones!) and they all need more performance than a box without it.
thats because the relief shader needs to render a lot of layers of a texture which needs a lot of power!

... efxMod Developer!
creator of zombies
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Posted: 20th Feb 2009 17:31
Quote: "I think they eventually decided it stands for "Lee". "

What stands for lee now?? Im confused! (sorry! I have a hangover)

Oh and to the forum user that I saw in Bango's Nightclub last night, I left the pint I bought you on the bar. Hope you had a good night.

@Dark Goblin: I havent had a single drop in framerate by using relief map shading in FPSC..period.

CoZ



Red Eye
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Posted: 20th Feb 2009 17:38
I have a beta version of the relief mapping shader from CoZ. AND NO FRAME DROPPING, REALLY IT IS SOO FREAKING COOL WOWOWOW.


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
creator of zombies
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Posted: 20th Feb 2009 20:19
@Red Eye: Indeed



TGPEG
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Posted: 20th Feb 2009 22:15
Does the said relief shader still require dynamic lights only?

[center]

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