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

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creator of zombies
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Posted: 23rd Feb 2009 08:34
@AaronG: Nope, you have to make _D2 _D _N & _S Maps fot the objects you want it to work on.

@xgcell: Thats to do with your graphics card mate. It doesn't support the effects if the shaders dont work in the demo.

@Robert F: I have made a new relief map shader which has reduced shinyness

@Slim Fly: All you need to do for the weapon shader is put the shader path in the effect = path, found it the gunspec file of the weapon.

CoZ



wizard of id
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Posted: 23rd Feb 2009 10:49 Edited at: 23rd Feb 2009 10:56
Soz COZ I misplaced the water shader somewhere on my PC still looking.

*edit*

found it!!

Pointless Assault video
http://w13.easy-share.com/1408971.html

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creator of zombies
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Posted: 23rd Feb 2009 17:28
@wizard of id: Okay Dude, Ill see what I can do. What would you like doing to the shader?

@All: I have Now desided to Carry On with shader development and Not have a day off because I am so near completing my water shader

Stay Tuned

CoZ



SikaSina Games
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Posted: 23rd Feb 2009 17:38
Quote: "Wow!, Ill Take that as a complement"


You'd better lolz jk . Are these for use in any sort of game, commercial etc.? I'm thinking of using this in my secret WIP (secret to TGC, but not X10-Online lol) horror game.

-FCV


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proart
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Posted: 23rd Feb 2009 17:53
Juzi Message:
Posted: 22nd Feb 2009 09:16
Just applied these shaders on my horror entry level. They look very nice IMO



Hey Juzi!
Wich shader do you use on the segments?

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creator of zombies
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Posted: 23rd Feb 2009 18:04
@FCV: These shaders are all for commercial use. I look forward to seeing you put them to good use

CoZ



Nomad Soul
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Posted: 23rd Feb 2009 18:46
Hi Coz

Don't want to press you for this but there's a bunch of us that could really do with that segment shader for normal maps.

If this one is on hold can you confirm the textures required to get parallax mapping working on segments. Is it _D2, _D, _N, _S or is there anything else. Also can you confirm any specific requirements for creating the textures needed in terms of how their set up or export settings etx as I still haven't got this working. When it comes to characters and entities the other shaders seem a lot easier to apply so why segments should be different I don't know.

You have to realise how important that segment shader for normal maps is. Water is great but normal mapping is a lot more general purpose.
creator of zombies
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Posted: 23rd Feb 2009 20:16
@Normad Soul:
Quote: "s it _D2, _D, _N, _S"

Yep, your right. Just to Get this Clear:
*A D2 Map is Just the normal texture
*A _D Map is a brighter Version of the D2 Texture
*A _S Map is a greyscaled/Desatureated D2 Map
*A _N Map is a Normal Map (Made using the Nvidia Plugin for photoshop. Export the normal map as a .dds with 1 bit alpha.

Quote: "there's a bunch of us that could really do with that segment shader for normal maps."


Give me 30 Mins

CoZ



creator of zombies
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Posted: 23rd Feb 2009 21:05 Edited at: 23rd Feb 2009 21:06
Okay Guys, Here it is!

Normal Map Shader for FPSC



It has Been tested on all stock segments and It works 100% (As you can see). It can also be used on Dynamic Entities Providing they have the correct maps.

Download Attached!
Im now going to get out of the way Because I can hear Normal Soul Running up to grab this shader!

CoZ



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Slim Fly
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Posted: 23rd Feb 2009 21:15 Edited at: 23rd Feb 2009 21:36
Wow thanks alot for this COZ, but where do I put this new "NormalMapping.fx" shader?

Plus, I applied the shader to my model pack 9 AKM's gunspec visual effect path, but got no glossy AKM

P.S I used a dynamic light in the center of the room. This is the path and location of the shader:

Juzi
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Posted: 23rd Feb 2009 21:21
Slimy Fly: Go to gamecore/guns/AKM for example and open the Gunspec.txt file. Then find a place "effect=" and put the right path to it. For example effect= effectbank\Custom\Weapon Relief+Specular Shader

Hope this helped

Slim Fly
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Posted: 23rd Feb 2009 21:34 Edited at: 23rd Feb 2009 22:06
SOLVED! Thanks COZ
Crusader2
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Posted: 23rd Feb 2009 21:53
I can use it with static lights.

Did you turn on shader effects in the preferences tab? That was my problem.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Slim Fly
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Posted: 23rd Feb 2009 22:06
haha, ya that was my exact same problem too I feel really stupid right now. special thanks to COZ for helping me
creator of zombies
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Posted: 23rd Feb 2009 22:17
No Problem Slim Fly. Glad its working now

CoZ



TGPEG
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Posted: 23rd Feb 2009 22:20
Hows the water shader coming?

[center]
Crusader2
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Posted: 23rd Feb 2009 22:24 Edited at: 23rd Feb 2009 22:31
CoZ, you are officially a God of Shaders. We should make a new title; Shader God. Just like Valuable Member or Forum President.

@CoZ, What shader did you use on those windows???

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
creator of zombies
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Posted: 23rd Feb 2009 22:33 Edited at: 23rd Feb 2009 22:33
Quote: "Hows the water shader coming?"

Pretty Good!


Quote: "CoZ, you are officially a God of Shaders"

Am I?!... Someone should suggest the the valuable member idea to a MOD I Use a custom Refraction shader btw.

Stay Tuned

CoZ



Crusader2
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Posted: 23rd Feb 2009 22:54
CoZ Quickly threw together a room with your shaders in it. Very quickly, mind you, so don't trash me about it! I think it looks nice though; especially the platforms!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!

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AaronG
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Posted: 23rd Feb 2009 23:07
Hmm, about the previous question I asked before hand...

The _D.dds appears to be less saturated and not as defined, correct?
The _D2.dds is pretty much the basic texture.
The _N is obviously the normal map.
And last but not least the _S is the specular map I'm assuming which I can just make by desaturating the _D2 texture, right?

If I'm making these in Photoshop, what type of .dds should I save these as? Or do they each have the own types? If so, which ones have what types?

Man, I gotta alot of questions. Haha.


Click above to sign up for the Axifer Designs Dev-Team!
xgcell
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Posted: 24th Feb 2009 01:51
dang, looks like my video card cant support most of these....d*mn you cheap acer laptop! d*mn youuuuuuuuuu!!!!! *cries hysterically while randomly screaming*

Friends are like potatoes, if you eat them they die.
gorba flamingo
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Posted: 24th Feb 2009 02:12
let me just say that this is some great work.
is it possible to use a shader like this on a static entity?

[url=http://profile.mygamercard.net/gorbafletch]
xgcell
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Posted: 24th Feb 2009 02:25
i tried, and it didnt go over so well. fpsc got a bunch of errors. but then again, that could be just my video card. y dont u try it and tell us?

Friends are like potatoes, if you eat them they die.
gorba flamingo
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Posted: 24th Feb 2009 02:45
well, i tryed and this is what i got (see screen)

[url=http://profile.mygamercard.net/gorbafletch]

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xgcell
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Posted: 24th Feb 2009 02:47
lol at least yours worked mine just crashed >.<

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Nomad Soul
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Posted: 24th Feb 2009 02:54
Hi Coz

Thanks so much for the segment shader for normal mapping.

Can't wait to try it out.
creator of zombies
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Posted: 24th Feb 2009 08:37
Thanks for the comments everyone.

@gorba flamingo: The reason for your entity problems is because you are using the shader on a static entity. It has to be Dynamic. Make sure you have all the correct _N maps etc made for the entitiy also.

@AaronG: Yeah your right. As for saving the .dds, use the DXT 1 4bpp 1 bit alpha setting.

@Crusader2: Nice. Think you could get a better shot of it in action? It goes very well on the sci-fi segments btw

Stay Tuned
CoZ



gorba flamingo
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Posted: 24th Feb 2009 08:47
don't worry COZ. im fully aware of why it didnt work. i was just testing to see if it would work

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creator of zombies
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Posted: 24th Feb 2009 08:58
Just to let you guys know, you can expect a modifycation of the entitiy Bumpmap shader tonight. This version will banish those horrible black jagged patches on the object, and Increase the overall look and standard of the shader.

Stay Tuned

CoZ



Red Eye
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Posted: 24th Feb 2009 16:23
COZ Great Work on your Shaders, VERY NICE !!!!!!!!!! LOVE YOU I REALLY DOOOOOO NORMAL MAPPING hiiiaaa


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
SikaSina Games
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Posted: 24th Feb 2009 16:44
Quote: "FCV: These shaders are all for commercial use. I look forward to seeing you put them to good use"


OK, but as I'm feeling generous, I'll put you in my acknowledgements anyway . I've never seen such spectacular shaders as these CoZ! And for free!

-FCV


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creator of zombies
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Posted: 24th Feb 2009 17:12 Edited at: 24th Feb 2009 17:13
@Red Eye & FCV: No Problem Guys, Im glad you all like them! Just wait until you see the entity bump mapping shader tonight, That should be the final blow to secure my "Godly" TGC Forum Status

Stay Tuned

CoZ



SikaSina Games
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Posted: 24th Feb 2009 17:41 Edited at: 24th Feb 2009 17:41
I am on Last Stand from you downing me with Stopping Power and Deep Impact. I though wrong when a Type 100 would not mow anyone down compared to a MP40 with Dual Magazine and Camouflage . Lol I had to relate to CoD didn't I?

-FCV


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puppysss
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Posted: 24th Feb 2009 18:18
Thank you So MUUUUUCH!!!

May be,I think You are God!

HAHAHAHAHAHA~~~~ LOL

Would I ask to C.O.Z that I have one question

3month ago,I made a shader
it's reflect segment shader.but lightmap broken on the view.
however,Youur segment reflect shader help to me!
anyway,How make you the segment reflect?
I hope you tell counsel to me.


Impossible is Nothing.
creator of zombies
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Posted: 24th Feb 2009 20:32 Edited at: 24th Feb 2009 22:55
Thanks for the comments all!

Next Up:
BumpMapping with Realtime Diffuse (For Dynamic Entities)


This is a better version of FPSC Default Bumpmapping Shader. Begone are the times of jagged black patches on your entity and poor enviromental entity lighting. This shader will create a better looking bumpmap on your dynamic entity, aswel as making sure it reacts to light exactly how it should (Or as near to exactly as I can get it). As a side note, The entity must have all the correct Maps as per usual (_N _S etc..), and the more intense your _N (normal map_ texture, the more intense the effect will be.

I think I shall leave all these shaders for your digestion for a while. I can't think of anymore I could do at the moment (suggestions welcome!)

Download attached

CoZ

EDIT:Updated the download with the new shader file. Fixes a few missed bugs to do with the fixed lightsource code.



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knxrb
FPSC Tool Maker
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Posted: 24th Feb 2009 20:34
Nice! This makes FPSC so much better

SikaSina Games
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Posted: 24th Feb 2009 20:39
RIGHT THEN...

CoZ [Revolutionary awesome shaders] xN0MaD SP4RT4Nx

Lolz

-FCV


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creator of zombies
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Posted: 24th Feb 2009 21:03
Lol! Thanks FCV



Roger Wilco
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Posted: 24th Feb 2009 21:19
Uh, what exactly do you mean with realtime diffuse? I thought the usual diffuse texturing was done in real-time as well.

creator of zombies
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Posted: 24th Feb 2009 21:22
@Roger Wilco: With the old FPSC Bumpmap Shader, the object wouldnt get shaded realisticly according to what light was shining on it, due to the diffuse texture not being rendered in realtime (It's hard to explain), but basicly I have added a realtime Diffuse into the old shader and improved it.

CoZ



Crusader2
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Posted: 24th Feb 2009 22:18
Expect a youtube video tonight.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
creator of zombies
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Posted: 24th Feb 2009 22:19
Quote: "Expect a youtube video tonight."

Of What Mate?



Crusader2
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Posted: 24th Feb 2009 22:24
The shaders! Duh!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
creator of zombies
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Posted: 24th Feb 2009 22:25
Quote: "The shaders! Duh!"

Of Course! Sorry, Im a bit slow tonight..Must be all the HLSL Clouding my brain

CoZ



Crusader2
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Posted: 24th Feb 2009 22:29
Haha, no big deal. I'm gonna have to leave my house and my comp soon, so I'll make and upload it tonight. Before I go, I can't seem to get waypoints to work on V1.09. I assign the enemy Follow.fpi, but he doesn't follow the waypoints. I want to show how the shader moves and changes as he does.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
creator of zombies
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Posted: 24th Feb 2009 22:33
@Crusader2: Place the follow.fpi script in the main of the character, then draw the waypoint. Make sure the character is standing directly on the larger star icon on the waypoint marker.

Looking forward to the video

CoZ



Crusader2
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Posted: 24th Feb 2009 22:38 Edited at: 24th Feb 2009 22:54
Okey dokey! I'll try again!
EDIT: Still not working, so you'll have to live with him moonwalking in place.

The "Video" is gonna be me messing around in a few rooms that are going to be the same room type, but have different shaders in them.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
creator of zombies
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Posted: 24th Feb 2009 22:57
@Crusader2: Or you can just have him attack you and shoot him when he gets to close. Thats what I did.

@All: I have updated the Bumpmapping shader download. The new file fixes a few bugs that I missed to do with Fixed lightsource code

CoZ



xgcell
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Posted: 24th Feb 2009 23:50
CoZ, i just realized i havent taken the proper time to thank you. Though some of your shaders dont seem to work due to my video card(sadly), the ones that do are fantastic I thank for your generosity lol *flying pancake for CoZ* oh no it crashed into a roflcopter! oh well...

Friends are like potatoes, if you eat them they die.
puppysss
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Posted: 25th Feb 2009 00:28 Edited at: 25th Feb 2009 00:32
Hey c.o.z ~
My custom segment don't apply relief shader
I made specular,diffuse,diffuse2,normal.
And set that
in .fps setting like this




And I delete bin file and dbo file.
but in test game,segment look like black all.
When I set both dynamic light with static light,
segement loo like the same ...
hlp


Impossible is Nothing.

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