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FPSC Classic Models and Media / Free Resident Evil style "itemflash" shader

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bond1
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Posted: 23rd Jan 2010 02:23 Edited at: 23rd Jan 2010 02:30
So I've been playing Resident Evil 5. And I like the way important items have this flash of light that dances across them. So I decided to duplicate this shader for my own use.

Very easy to use, download the shader attached and place it in your effectbank folder. Make your item dynamic, and it requires D and D2 textures only. That's it! Really neat way to draw attention to important items in your games.

Video of the effect here: http://www.youtube.com/watch?v=Bpl2fLZpI-0

If you download it, please post a reply. Free for all uses, but give me credit in your games.

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"bond1 - You see this name, you think dirty."

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Sandante
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Posted: 23rd Jan 2010 02:30
Looks awesome. thanks alot Bond1.

Chris Redfield 2008
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Posted: 23rd Jan 2010 02:30
Cool! Was wondering when soemthing like this would come along. Thanks.

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Cosmic Prophet
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Posted: 23rd Jan 2010 02:51
Wow! Looks Awesome! Thanks so much.

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Zwarte Piet
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Posted: 23rd Jan 2010 02:54
WOW you really are the best.
Kravenwolf
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Posted: 23rd Jan 2010 02:59
Truely amazing, bond1. Resident Evil is my favorite game series. I've been wanting an effect like this for a while now. Can this shader be used in commerical projects?

And if, by any chance, you're playing on the PS3, maybe we can get down in some CO-OP one of these days

Kravenwolf

bond1
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Posted: 23rd Jan 2010 03:01
PC all the way baby, sure I get texture glitches every once in a while and have to close and restart, but oh well.

Yes commercial use is fine, just put my name in credits somewhere.

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"bond1 - You see this name, you think dirty."
Vent
FPSC Master
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Posted: 23rd Jan 2010 03:13
Very cool man


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Doomster
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Posted: 23rd Jan 2010 03:17
Nice idea, and greatly executed, thanks!

-Doomster

xplosys
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Posted: 23rd Jan 2010 03:25
Yep, it sure does draw your attention.

Thanks very much.

Brian.

starmind 001
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Posted: 23rd Jan 2010 03:36
Thanks bond1! Always great additions!

AdrianoJones Wannabe
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Posted: 23rd Jan 2010 03:42
One good looking shader indeed. Thanks for your generosity, bond1.

-Adrian

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Ekipshi
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Posted: 23rd Jan 2010 05:20
Sweet! Looks just like the RE effect! Thanks for giving such pro work away for us Bond

Quote: "PC all the way baby"
Amen
Spycrabz
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Posted: 23rd Jan 2010 05:28
Oh wow, I was just looking for something like this, cheers bond!


Conjured Entertainment
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Posted: 23rd Jan 2010 05:36
YAY!

You are really having fun with these shaders aren't you?

Excellent work as usual Bond.

THANKS!

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PW Productions
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Posted: 23rd Jan 2010 05:55
Awesome. No wonder you're a Valued Member

Cheers bond1

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Disturbing 13
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Posted: 23rd Jan 2010 05:56
Great work man, this will definitely come in handy!

Leaning Objects To The Side
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Posted: 23rd Jan 2010 06:08
bond1, ur work is Awesome as always!! Thanks for the download. keep up the good work. i hope you have a great day.

Cheers,
Tanya
Scope
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Posted: 23rd Jan 2010 07:03
Thanks Bond1.Excellent as all your work is.
Scope.
Braden 713
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Posted: 23rd Jan 2010 09:02
Thanks man, very useful indeed

Cheers

Life would be much easier if I had the source code.
McCrazy
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Posted: 23rd Jan 2010 09:31
Very usefull, thanks for this.

SekoIdiootti
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Posted: 23rd Jan 2010 11:12
This is so cool!

mgarand
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Posted: 23rd Jan 2010 11:51
awesome, good work!



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Bootlicker
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Posted: 23rd Jan 2010 12:01
Could I have some instructions for this because my weapons just have a white texture...

ambideXter
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Posted: 23rd Jan 2010 13:03 Edited at: 23rd Jan 2010 13:04
Just saw the vid. I'm impressed. A lot.

Quote: "Could I have some instructions for this because my weapons just have a white texture..."


Quote: "it requires D and D2 textures"


check if you've got these first. Then right click on you're model or open .FPE:

;visualinfo

textured = yourmodel.dds
effect = browse effect

Have not tested yet and i'm a beginner, but i think that's the one you want. But of course you have to set it (otherwise almost every entity would flash).
gl m8

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pdidy
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Posted: 23rd Jan 2010 13:42
thanks this is real nice.
CoffeeGrunt
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Posted: 23rd Jan 2010 14:08
Nice! How did you achieve it? Is it a light built into the shader that orbits the model?

Bootlicker
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Posted: 23rd Jan 2010 14:21
I did use D2 textures and put it in the effect field....

The Master Dinasty
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Posted: 23rd Jan 2010 14:32
Thanks Bond you are awesome!




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bond1
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Posted: 23rd Jan 2010 15:20 Edited at: 23rd Jan 2010 15:21
Quote: "Nice! How did you achieve it? Is it a light built into the shader that orbits the model?"


Yes a built in light source orbits the model along the XZ axis. I'm almost positive this is how RE does it, and in Bioshock as well - except I think that game uses an elliptical axis and a gold tinted lightcolor for the shimmer.



Quote: "Could I have some instructions for this because my weapons just have a white texture..."


Just tried it on the Tavor weapon - works for me. Right click on the weapon in the editor and choose the effect. Don't use the weaponglow as it's script obviously. Use weapon.fpi instead.

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"bond1 - You see this name, you think dirty."
Errant AI
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Posted: 23rd Jan 2010 15:57
Very nicely done! Looks like it could also be handy for something like old-shool revolving emergency vehicle lights. Is the built-in lightsource color editable?
bond1
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Posted: 23rd Jan 2010 16:07 Edited at: 23rd Jan 2010 16:18
Quote: "Very nicely done! Looks like it could also be handy for something like old-shool revolving emergency vehicle lights. Is the built-in lightsource color editable?"



You can if you want to get your hands a bit dirty. Find this line:

float4 diffuseContrib = diffuse *3* lighting.y *SurfColor +(AmbiColor*diffuse);

To mix in a color change it to this:

float4 diffuseContrib = diffuse *3* (lighting.y *float4(1,0,0,1)) *SurfColor +(AmbiColor*diffuse) ;

The (1,0,0,1) numbers correspond to RGBA values. So this mixes in a pure red color.

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"bond1 - You see this name, you think dirty."
Conjured Entertainment
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Posted: 23rd Jan 2010 19:49 Edited at: 23rd Jan 2010 20:01
Hey Bond,

Do you use NVIDIA's FX Composer???

I tried it out but none of my shaders do anything.
Its like it has no shader assignment at all.
I know I have the scene set up properly because it works fine when I switch to your Brute.fx shader.

Also,
Maybe it is my system, but when I switch to this shader I lost my light objects. (no lit areas)
I switched backed to the other shader and the light sources were still gone.
They are still there in the editor, but no light shines in the test build.

Do I need to delete the DBO or BIN files when I change an entity's shader?

Sorry if I sound ignorant, but I have not played around with shaders much yet.

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bond1
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Posted: 23rd Jan 2010 20:18
Quote: "Do you use NVIDIA's FX Composer???"


I hate FX Composer, bloatware to the extreme, takes forever to start up. I use Dark Shader for all my shader editing, I associate .fx with it so I can double click to open them right up. Dark Shader is fast and lightweight, and does super quick error checking and compiling.


Quote: "Maybe it is my system, but when I switch to this shader I lost my light objects. (no lit areas)"


Try nudging one of your lights in the editor to force FPSC to rebuild the lightmaps. What version of FPSC are you using? I haven't seen this, but things CAN get kinda flaky by changing effect assignments back and forth in the editor. It's always best to build a new fpe file that sets the shader directly so things stay nice and clean. But yeah, try running a bin/dbo cleaner, then give one of your lights a nudge in the editor, so FPSC knows to rebuild everything from scratch and not re-use old data.

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"bond1 - You see this name, you think dirty."
Conjured Entertainment
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Posted: 23rd Jan 2010 20:21 Edited at: 23rd Jan 2010 20:22
NVM on the light thing, for some reason my static got deleted and my dynamics had the ranges set too low.

I added more lights and changed the ranges and they work again now.

I guess I need to get Dark Shaders then, because the FX Composer bites.

Thanks for the quick reply.

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Ekipshi
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Posted: 23rd Jan 2010 21:00
This is really cool, Still toying with it, but it could easily be used for Sci-Fi displays/neon lights Looks pretty cool, lot better than just some boring static sci-fi display

Check it out, a short vid attached

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Crazy Acorn
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Posted: 23rd Jan 2010 21:02
@Ekipshi: can you put it on youtube or something? a make WMV file?
CoffeeGrunt
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Posted: 23rd Jan 2010 22:17
Quote: "Yes a built in light source orbits the model along the XZ axis. I'm almost positive this is how RE does it, and in Bioshock as well - except I think that game uses an elliptical axis and a gold tinted lightcolor for the shimmer."


Cool idea. I always thought they used a sine function for the emissive, to give an oscillating glow, but then again I only play small parts of them and was too busy shooting stuff to really pay attention to be honest...

DarkFrost
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Posted: 23rd Jan 2010 22:20
Wow great job! Gives me some ideas that I can implement into my own shaders

[img][/img]
Blind Digger
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Posted: 23rd Jan 2010 22:21
Thanks bond1 verry handy shader.
Metal Devil123
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Posted: 23rd Jan 2010 22:26
I never played Resident Evil, so I don't know what "Item Flash" means.

Ekipshi
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Posted: 23rd Jan 2010 22:30
Quote: "I never played Resident Evil, so I don't know what "Item Flash" means. "
Items you can pick up in RE, have the almost same exact effect shown in Bond1's video. Aside from that fact that it happens in intervals, not constantly
bond1
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Posted: 23rd Jan 2010 22:33
Quote: "I always thought they used a sine function for the emissive, to give an oscillating glow"


You can do that too if you use an illumination map, multiply sine*time*illuminationmap. That's what I did in my wizard staff and demon sceptre shaders!

But at least in RE5, I see the light moving around and across the object, rather than just oscillating between bright and dim. Just a different type of look - more of a shimmering look rather than pulsating.

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"bond1 - You see this name, you think dirty."
dxdragon86
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Posted: 24th Jan 2010 00:26 Edited at: 24th Jan 2010 00:27
Thanks bond 1 for this Great shader!

Conjured Entertainment
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Posted: 24th Jan 2010 02:32
Quote: "The (1,0,0,1) numbers correspond to RGBA values. So this mixes in a pure red color."

Red, Green, Blue, A???

What is the A for, and what is the max value?

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CoffeeGrunt
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Posted: 24th Jan 2010 02:34
Alpha, 1. Meaning fully opaque...

Conjured Entertainment
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Posted: 24th Jan 2010 02:38 Edited at: 24th Jan 2010 02:39
Thanks CG

Learned much about shaders I have.

I'll experiment and increment the A until it crashes.

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AaronG
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Posted: 24th Jan 2010 03:52
Wow, this is pretty cool. This shader could be edited for all sorts of things.

Conjured Entertainment
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Posted: 24th Jan 2010 04:10 Edited at: 24th Jan 2010 04:55
Quote: "This shader could be edited for all sorts of things."

Yeah, a flashing light on an emergency vehicle came to mind when I first saw it in action.

I have been playing with this and noticed something when I edited those RGB values as Bond suggested.
On my chopper (plug ), some parts are black (not absolute, but 1,1,1) and I noticed the color doesn't show as much on the dark surfaces. (see video)
I think a black Swat Vehicle with a blue light might look cool with this. (the swat box and blue light are one model in video (just a box for testing))
As far as that goes, you could make dome lights of any color to sit on top of any color car as long as they are immoble.
That way they can be separate models and only the dome light would have the shader.

WARNING: Flashing lights in the video, so don't watch if you are prone to seizures!

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Conjured Entertainment
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Posted: 24th Jan 2010 05:25 Edited at: 24th Jan 2010 05:27
WARNING: Flashing lights in the video, so don't watch if you are prone to seizures!

Here is another one of the dome light, only I added a light source, made it blue, and added a timer.
I also adjust the ambience in the video to show the thing at different light levels.

This shader is awesome!
You rock Bond!

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