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FPSC Classic Product Chat / **EAI Weapon Shaders**

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Toasty Fresh
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Posted: 10th Apr 2009 13:03
Thanks guys
s4real
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Posted: 10th Apr 2009 15:25
Nice work on these shaders Coz great as always.

Nice vid there Tasty Fresh shows of the shaders well.

Best s4real

Jesper
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Posted: 10th Apr 2009 15:50 Edited at: 10th Apr 2009 15:58
I will use this in my new weapons...

Does this work with other models, or just with weapons?
creator of zombies
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Posted: 10th Apr 2009 19:03
Thanks for the comments guys!
This shader only works on weapons, but it works on all EAI weapons and MP5 and 6 weapons

CoZ



CoffeeGrunt
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Posted: 10th Apr 2009 21:30
Awesome, no shader glitches!

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
creator of zombies
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Posted: 10th Apr 2009 22:09
Quote: "Awesome, no shader glitches!"

Thats great to hear. I finally got a shader out the door that works for everyone

CoZ



Robert F
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Posted: 10th Apr 2009 22:15
This is probably the best shader you have made yet if you ask me.


shes a brick HOUSE!
Jesper
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Posted: 10th Apr 2009 22:29
So, this works with MP6 weapons? Normally when shader is applied to these weapons, hands will be black. But this does not have that problem? Nice.

You are best.


Yes, it really works! Only bad thing is, that it makes hands very bumpy.. It does not look realistic.
creator of zombies
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Posted: 10th Apr 2009 22:45
Quote: "It does not look realistic."

Then use the soft normal map and sleeved hands.

CoZ



Cyborg ART
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Posted: 10th Apr 2009 23:08
I am not able to test yet, but what is a cubemap? And how do you create one?

creator of zombies
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Posted: 10th Apr 2009 23:52
Quote: "cubemap"

A cubemap (For FPSC) is 6 of the images tiled up in a row. I chose not to include a cube map because they provide minimal effect. If you wanted to make one however, ATI have a useful app called "cubemapgen".

Check it out

CoZ



Pride
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Posted: 11th Apr 2009 03:57
Cubemap is like...well, a skybox put on to a model... If that puts it into any perspective.

Love the shader, btw CoZ!


"March 1st 2009, 12:49pm, a 3 year struggle with cancer ends..."
Toasty Fresh
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Posted: 11th Apr 2009 07:45
Quote: "Tasty Fresh"


CoffeeGrunt
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Posted: 11th Apr 2009 18:46
Ahhh, I have an issue with the shader. It still doesn't work on MP6 hands...

Here's a screen:

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week

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Pride
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Posted: 11th Apr 2009 18:47
Yeah MP6 messes up for me too. Although it's not much of an issue, it's an issue.


"March 1st 2009, 12:49pm, a 3 year struggle with cancer ends..."
Cyborg ART
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Posted: 12th Apr 2009 14:54
Wait, the cubemap is of the environment. To reflect on the gun?

CoffeeGrunt
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Posted: 12th Apr 2009 17:49
Yeh, it maps an image onto the model in a way that makes it looks like a reflection...

Some engines use a camera and pass that image to the cubemap shader...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Cyborg ART
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Posted: 12th Apr 2009 19:29
Nice!
CoZ, could you please post a simple cubemap, just so I can see how you map it for this shader? Or is it the same for all cubemaps?

And does it actually work in FPSC?

CoffeeGrunt
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Posted: 12th Apr 2009 20:23
Use this shader, it's a slightly edited version of CubeEnt that I made, it'll make the model fully opaque...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week

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creator of zombies
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Posted: 13th Apr 2009 12:52 Edited at: 13th Apr 2009 12:53
@CoffeeGrunt: You are aware that these shaders are for EAI's weapons only. If you guys had wanted a version for MP5 and 6 weapons, you should of stated before (although i dont know why you wouldnt use errants weapons). And CG, I hate the cube reflection on the guns in FPSC, thats why I toned it down in my shader. It makes EAI's weapons look alot more realistic. Ill post some more updates when I get home this saturday.

CoZ



Red Eye
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Posted: 13th Apr 2009 12:59
...great work here. Awesome shaders you have here.


Red Eye: Now in the Forums
Cyborg ART
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Posted: 13th Apr 2009 13:42
You mean we are not allowed to use the shader on other weapons or that they are optimized for other weapons?

john schwarcz
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Posted: 13th Apr 2009 20:39
where do we put the file?

shadow666
CoffeeGrunt
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Posted: 13th Apr 2009 20:42
Quote: " If you guys had wanted a version for MP5 and 6 weapons, you should of stated before (although i dont know why you wouldnt use errants weapons)."


I don't have the money to buy Errant's weapons right now...

I think my cube reflection is too intense, and it only really works well if there was a camera feeding the local environment to the shader as the cubemap...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Anomalous
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Posted: 13th Apr 2009 22:16
wait where did u get the hunting rifle from?
Errant AI
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Posted: 13th Apr 2009 22:21
Quote: "wait where did u get the hunting rifle from? "


I emailed it to him

But you can get it from the game creator store. Search M700.
Crusader2
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Posted: 13th Apr 2009 22:33
Quote: "don't have the money to buy Errant's weapons right now..."


I just got a ton of cash for my birthday, so I'll be buying soon. Errant, you just got some of my monies.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
john schwarcz
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Posted: 13th Apr 2009 23:12
can sum1 tell me where to put the file plz?

shadow666
GamerDude
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Posted: 14th Apr 2009 04:40
nice 8) cant wait for more like this

thanks

Modeler, Texturer, Animator Requests: Email me!
Hacksaw Games
CoffeeGrunt
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Posted: 14th Apr 2009 11:55
CoZ, I found out that the Wood Colouring shader from the Ultimate Shader Pack works quite well on static entities, no lightmap glitches. However, I can't use it because it overlays everything with a really rubbish looking wood texture. Is there any way to change the overlayed texture to the D2.dds? It has a nice specular lighting effect that I wanted to use...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Airslide
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Posted: 14th Apr 2009 17:21
Is it possible to tone down how shiny the weapon becomes? Great shader BTW, popped it right into DBPro without any problems (although I still need to develop a system to actually handle providing the light information).

creator of zombies
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Posted: 14th Apr 2009 20:35
@Airslide: Ill have another bowse and recode of my shader this weekend, and Ill let you know.

CoZ



SikaSina Games
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Posted: 16th Apr 2009 14:53
Dl'd it and testing now . Just wanted to bump this awesome topic!

-FCV

Guy_84
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Posted: 16th Apr 2009 16:30
Cool shader! Thx CoZ.

Quote: "can sum1 tell me where to put the file plz?"

Put it in the effectbank folder.



Guy_84

When you least expect it... BOOM, HEADSHOT!!
All your base will always belong to us.
GuyMod coming sometime.
s4real
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Posted: 16th Apr 2009 19:44
Great work on these shaders and they work great on dynamic object as well.

Best s4real

creator of zombies
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Posted: 18th Apr 2009 19:37
Thanks for your comments all. I have now returned from my trip

Stay tuned

CoZ



john schwarcz
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Posted: 18th Apr 2009 21:18
could you make a charecter shader for us your weapon shader was really good

shadow666
CoffeeGrunt
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Posted: 18th Apr 2009 22:41
Awesome, can you see about the shader I posted about a few days ago? The Wood Colouring one? Since it works very nicely on static entities, it should be able to be changed so we could have a static entity specular effect...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
john schwarcz
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Posted: 23rd Apr 2009 21:43
it didnt work i put it into the effect bank, then what am i supposed to do?

shadow666
john schwarcz
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Posted: 23rd Apr 2009 22:41
does it only work on eai?

shadow666
Guy_84
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Posted: 23rd Apr 2009 22:55
Quote: "it didnt work i put it into the effect bank, then what am i supposed to do?"


Okay, find gunspec.txt for teh weapon you want to apply the shader to and find this line
Quote: "effect = effectbank\BumpCubeReflectAlpha\BumpCubeReflectAlpha.fx"


and replace it with:
Quote: "effect = effectbank\Errant Weapon Shader.fx"


hope that helps

Guy_84

When you least expect it... BOOM, HEADSHOT!!
GuyMod coming sometime.
john schwarcz
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Posted: 24th Apr 2009 00:24
so what do i do with the subtle, median and strong files?

shadow666
Acmeman
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Posted: 24th Apr 2009 01:44
...speaking of EA, does anyone know how to do those different kind of attacks with the normal gloved fists? (block, uppercut, jab, etc.) I hope this isn't off topic

Nannerpus likes pancakes.
Avid
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Posted: 26th Apr 2009 22:39
It actually works quite well with mp6 hands, just requires tweaking of the shader file in notepad.

To make it less shiny, simply search for the following:
SurfColor*2

and change it to

SurfColor*1

That should make it less shiny, although id experiment with values between 1 and 2.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
creator of zombies
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Posted: 26th Apr 2009 22:41
@Avid: Ahhh! I knew I forgot to change something, but I couldnt think of what it was!.

Thanks for the reminder. If people cant get on with the modifycation of the shader then ill modify it and re upload it.

CoZ



Avid
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Posted: 26th Apr 2009 23:09 Edited at: 26th Apr 2009 23:18
I've noticed it will work with the stock ones if you simply change the two tex reference in the shader from _D to _D2. I guess that would be obvious to you, but it would explain to others why it wouldn't work with mp6.

Screenie of it applied to my own wep with mp6 hands:

If you like, I could simply upload my modified version.

Visit my site http://www.fpsmodels.com for models and media for fps creator.

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creator of zombies
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Posted: 26th Apr 2009 23:20
Quote: "it would explain to others why it wouldn't work with mp6."

Yeah, although the shader was developed for EAI's weapons only, but I obviously forgot to change SurfColor (I obviously hadnt had enough coffee)

Feel free to upload the modifyed SurfColor version.

CoZ



CoffeeGrunt
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Posted: 26th Apr 2009 23:25
That didn't work for me Avid...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Avid
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Posted: 26th Apr 2009 23:45
I think the reason why it doesn't work is that you need to create a spec map texture for the gun. You can do this simply by opening the base texture and desaturating it.

Regardless, I attached the modified shader:

Visit my site http://www.fpsmodels.com for models and media for fps creator.

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Avid
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Posted: 27th Apr 2009 01:00
Ok, I found out what the problem is.

Since I was fiddling around with the weapons in fragmotion anyway, I didn't realise the original models wouldn't work. When I import the X files (say the G3), reassign materials, the export, it does work.

I'm not sure of the specific fix here, although im looking into it. I probably wouldn't be allowed to just upload the fixed mp6 files.

Visit my site http://www.fpsmodels.com for models and media for fps creator.

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