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

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LostSoul54
21
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Joined: 6th Jun 2003
Location: United States
Posted: 24th Jan 2010 07:19
Thank you Bond1!

How about a outer-glow style pickup like in Left 4 Dead and Left 4 Dead 2? Any help to start that effect?

It's easy not to get lost when you have no idea where you are going
Red Eye
15
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Joined: 15th Oct 2008
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Posted: 24th Jan 2010 11:01
Looks great. Just saw the movie last night. haha..

Besides that a dynamic enity already gets my atention in game because of the lightning issues, this is a great awesome tool, to make it a purpose. HAHA

Great work, bond1.


bond1
18
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Joined: 27th Oct 2005
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Posted: 24th Jan 2010 16:44
Quote: "Besides that a dynamic enity already gets my atention in game because of the lightning issues"



Have you checked out my dynamic entity shaders in The Metro Theater? They pick up their lighting direction from FPSC, and lighting attenuation from the lightmap color they are sitting on, so they integrate into the environment MUCH better than any stock media.

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"bond1 - You see this name, you think dirty."
General Jackson
User Banned
Posted: 25th Jan 2010 23:12
Now this might just get me back into FPSC, I have always wanted something like this.
Thankyou very much!

Dahjah
15
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Joined: 22nd Dec 2008
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Posted: 26th Jan 2010 00:07
looks awesome! thanks!
Nickydude
Retired Moderator
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 26th Jan 2010 00:19
Interesting... Can you speed up the flash at all?

bond1
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Posted: 26th Jan 2010 01:41 Edited at: 26th Jan 2010 01:42
Quote: "Interesting... Can you speed up the flash at all? "


Very easy to do, find this line in the shader:

float3 Ln = float3(1500*sin(Time*3),0,1500*cos(Time*3))-IN.WPos;

The numbers in bold control the speed of the rotation, higher is faster.

By the way, the "1500" numbers are the radius of the light orbit. Larger numbers make a larger orbit - might get some interesting effects by changing those numbers too. Since they are the same, the light orbit is perfectly circular. Making them different would make an elliptical orbit.

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"bond1 - You see this name, you think dirty."
EGG HEAD OF DOOM
15
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Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 26th Jan 2010 05:11
this is great. i'll be using this in my game a lot.

altho i'd love it if you gave it a blue tint rather than the gold. still amazing

Nickydude
Retired Moderator
17
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Location: Look outside...
Posted: 26th Jan 2010 19:33
Quote: "Very easy to do...."


Thanks.

General Jackson
User Banned
Posted: 26th Jan 2010 22:13
Is there a way to make it where the item has a stronger glow?

merlin for real
14
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Joined: 28th Dec 2009
Location: southern illinois, USofA
Posted: 27th Jan 2010 10:57
If my graphics board doesn't support this shader I am going to cry. It's beautiful man,
thanx
merlin
bond1
18
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Posted: 27th Jan 2010 11:45 Edited at: 27th Jan 2010 11:46
Quote: "Is there a way to make it where the item has a stronger glow?"


Gosh, you guys...never happy with anything "out of the box".

Find this line:

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

Change the "3" to a higher number, maybe try 5 for starters. Too high and you'll blow the model out with light, but maybe that's the effect you want.

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"bond1 - You see this name, you think dirty."
General Jackson
User Banned
Posted: 27th Jan 2010 18:59
Alright, thankyou

I need to learn to write shaders someday.

Do u know of any good tuts?

Conjured Entertainment
AGK Developer
18
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th Jan 2010 16:31
Quote: "I need to learn to write shaders someday.

Do u know of any good tuts?"


Yeah me too, and I am hunting for the tuts myself.
I did a simple search and found this site that seems to have some detailed info, but I haven't played around with it yet.

   Conjured Entertainment

 WARNING: Intense Madness
General Jackson
User Banned
Posted: 29th Jan 2010 22:05
Thanks CE, will check it out in a bit

bond1
18
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Joined: 27th Oct 2005
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Posted: 31st Jan 2010 15:42
Quote: "Do u know of any good tuts?"


Get this first, fabulous for explaining the absolute fundamentals:https://www.cg-academy.net/es_catalog/product_info.php?currency=USD&cPath=29_49&products_id=64&osCsid=qidhi705fc28skst4qrn9ienqctfmqs3


Then get this, you can download it for free if you don't want to buy a hardcopy: http://developer.nvidia.com/object/cg_tutorial_home.html

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"bond1 - You see this name, you think dirty."
Shadowtroid
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Location: nope
Posted: 31st Jan 2010 16:50 Edited at: 31st Jan 2010 19:33
Hey Bond1, the flash in-game doesn't seem as strong as it is in the video. Does it require anything?

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
Nomad Soul
Moderator
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 31st Jan 2010 19:31
@bond1

Really like this shader. I'm expecting to see this show up in a lot of games soon!

bond1
18
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Posted: 1st Feb 2010 04:32
Quote: "the flash in-game doesn't seem as strong as it is in the video. Does it require anything?"


ONly D2 and D textures. It is also dependent on overall ambient light as well as lightmap color. If you wish to remove this the lightmap dependency, find this line:

[i]float4 diffuseContrib = diffuse *3* lighting.y *SurfColor +(AmbiColor*diffuse);[//i]


And remove "SurfColor" from the equation. Or alternatively, change the 3 to a higher number if you wish to keep the lightmap dependency.

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"bond1 - You see this name, you think dirty."
Shadowtroid
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Joined: 23rd Dec 2009
Location: nope
Posted: 1st Feb 2010 13:03
Ok. I think I know what I did wrong.

I think when I edited some of EAI's guns to be scifi [/plug] I wrote over both the D and D2 with the same image. I'll fix that.

Thanks!

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."

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