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FPSC Classic Product Chat / Project Blue Official Thread

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A r e n a s
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Posted: 18th Jun 2010 09:16 Edited at: 18th Jun 2010 09:17
Could shadowtroids idea not be done using purely variable? Have a variable like; 'weapontype' set to different values when a gun is held.
Then you could just check the variables value in the character script

Easy Peasy

Marc Steene
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Posted: 18th Jun 2010 09:56
Quote: "No, the camera offset is just an OFFSET."


But surely when the offset occurs, you could actually teleport the player to the roof and have an invisible segment to block him from falling, the restore him to the ground when leaping off?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Wraith Staff
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Posted: 18th Jun 2010 10:01
Quote: "But surely when the offset occurs, you could actually teleport the player to the roof and have an invisible segment to block him from falling, the restore him to the ground when leaping off?"


THAT'S IT! ... But would it then be possible to toggle the collision with the new "floor" for non-player entities like if I'm carrying a barrel or something ?

Marc Steene
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Posted: 18th Jun 2010 10:34
Nope, unless the barriers were actually entities, you're going to have to play around with this to achieve the right effect.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
gendestroier
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Posted: 18th Jun 2010 23:25
''No, it likely will not be free. I don't know WHERE you heard that, but I don't recall ever saying anything like that.''

{okay. but, you autorize me to re-add the things you took out of the project blue to create the project green ?(if you did the mod in this way) and maybe add more stuff ?, of course, IF i get your autorization,IF the mod is opensource(didn't i took a look on it). i don't remember where i heard about this idea of ''pb a free software''. but they were probably talking about other thing. i think i myself confuse}

if you didn't understood a >>> about what i write in the{} (i hope that signal doesn't do anything) i want you to know, you're not alone... ''damm google translator!!!!! ''

mods for creating a inteligent game,at least
DarkFrost
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Posted: 18th Jun 2010 23:59
Hey, just a quick question regarding the MB+B full screen shader.

I've noticed that anything dynamic seems to get this odd glow effect that slowly covers the whole object. It occurs with segments as well that have received the PS3 Shader effect.

Any fix to this? Or is there an alternate motion blur shader I am not aware of?

[img][/img]
PW Productions
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Posted: 19th Jun 2010 01:27
My MB+B FS shader does not work at all. Here is what my Mod.ini looks like:



And the location of my motion blur shader is under Files/effectbank/motionblur/MB+B.fx. However, when I test a game, there are no screen effects whatsoever. I adjusted the blur amount, and that did nothing. But I've noticed the frame rate drops to 37-ish like it usually does when I have FS shaders activated. If anyone could assist, I'd be very grateful.

-PwP-

Plystire
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Posted: 19th Jun 2010 01:49
@gendestroier:

Why would I authorize someone to add everything from PB into PG? That would depricate PB entirely since PG is free. Also, making any of my Mods open-source... just isn't going to happen any time soon.

The only bits of my source changes that anyone will see are the pieces that happen to make it into the next official version of FPSC.


@DarkFrost:

Yeah, that's a bloom bug that had been around for quite some time. I struggled with it to fix it, but nothing ever helped... aside from not using bloom. I THINK there should be a motionblur shader that doesn't use bloom included with the Mod. If there is, you'd be better off using that.

(And, just for the record, are you by chance using an ATi graphics card?)


@PWP:

Did you apply the motionblur script to an entity in your level to activate the motion blur? Otherwise motioblur would not work.... but you should at least be seeing Bloom.

What are your specs?


The one and only,


PW Productions
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Posted: 19th Jun 2010 01:58
Quote: "@PWP:

Did you apply the motionblur script to an entity in your level to activate the motion blur? Otherwise motioblur would not work.... but you should at least be seeing Bloom.

What are your specs?"


Ooooh, didn't know about applying it to a dynamic entity; my bad! And I know I would be seeing a little bit of Bloom, but I toned down my Bloom shader as a test.

And even though it's fixed now, my specs:

-Windows Vista (I hate it, upgrading to 7 next month)
-nVIDIA (PNY brand) 9800GT
-Intel> Core 2, Quad

Thanks Ply

-PwP-

DarkFrost
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Posted: 19th Jun 2010 02:05 Edited at: 19th Jun 2010 02:07
Quote: "@DarkFrost:

Yeah, that's a bloom bug that had been around for quite some time. I struggled with it to fix it, but nothing ever helped... aside from not using bloom. I THINK there should be a motionblur shader that doesn't use bloom included with the Mod. If there is, you'd be better off using that.

(And, just for the record, are you by chance using an ATi graphics card?)"


Hey, thanks for the reply. So its a bug...I saw that response coming. I don't see a motionblur shader included with any of my Blue UM Versions. Full versions and beta versions (back from when I beta tested for you guys) don't include one. Is there one you can send me by email? Or should I try and alter the .fx myself and turn off the bloom some how?

Btw, I am using an Nvidia BFG 9800GT Evo-Friendly.

[img][/img]
starmind 001
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Posted: 19th Jun 2010 04:42
Quote: "Well, yes, that effect could be done with a model "glued" to the camera, but it could also be something as simple as a plain in front of the camera, or some nifty 2D images reacting to lighting that they implemented.
"


Thanks Ply, but how would I go about "glueing" the model or do the 2d part?

gendestroier
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Posted: 19th Jun 2010 20:36
@Plystire:

okay, thanks, i admit my question was a little bit stupid, but thanks anyway by answering me.

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Plystire
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Posted: 20th Jun 2010 02:53
@DarkFrost ... and anyone else wanting motionblur without bloom:

I've attached the motionblur .fx file that does NOT include bloom.

This version of motionblur is designed towards SPEED and not QUALITY. The quality is about half of the normal motion blur, but it runs significantly faster (also faster due to no bloom).

The blur is not as noticeable in this one so you will want to increase the "blurAmnt" in your motionblur.fpi script. I found -0.5 to be a rather noticeable amount for this shader, while -0.25 was a subtle but still noticeable amount. Try those to see what works for you.

And remember, the motionblur.fpi script MUST be applied to a dynamic entity (a dynamic light works very well) that is set to Always Active in your level, otherwise you won't see any motionblur.

Enjoy, guys!


@starmind:

I'm sorry to say that gluing a model to the camera is not something easily done in PB. As it stands now, you may only "glue" one object to the camera at any given time. This is done with the "bindentitytocamera" command. Bind the entity to the player's camera and offset it accordingly to be visible within your HUD. I've done this before and a helmet entity does look rather snazzy when applied correctly.


The one and only,


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DarkFrost
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Posted: 20th Jun 2010 03:31 Edited at: 20th Jun 2010 03:40
Thanks Plystire.

I tried it and to be honest, I like it a lot better than the original MB+B shader, due to these reasons:

-It runs smoother (higher frames)
-Blur effect is easier on the eyes
-Iron sights don't get so heavily blurred and are actually usable now
-Without bloom dynamic entities can actually be used, without glowing

So I recommend this shader to everyone out there who uses Blue UM.

[img][/img]
The Storyteller 01
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Posted: 20th Jun 2010 15:41
I tried out Project Green (I think it's good to have some kind of trial version) but unfotunately fpgcrawtext commands don't work - the text is not displayed, even though I use the standard verdana type.

Has anyone tried yet if it works in P Blue?

In case you find my grammar and spelling weird ---> native German speaker ^^
Hockeykid
DBPro Tool Maker
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Posted: 20th Jun 2010 20:24
Quote: "I tried out Project Green (I think it's good to have some kind of trial version) but unfotunately fpgcrawtext commands don't work - the text is not displayed, even though I use the standard verdana type."


I believe PG uses V1.15 not V1.16

s0d3rb3rg
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Posted: 20th Jun 2010 20:56
omg this thread has 666 posts, that can't be good...

The Storyteller 01
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Posted: 20th Jun 2010 21:33
Until V1.8 comes out, PB also uses 1.15, right?

In case you find my grammar and spelling weird ---> native German speaker ^^
starmind 001
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Posted: 20th Jun 2010 21:42
Ok I have the entity as a hud to work, but only partially. Here is the script as of right now:


My problem is this, when I just stand still and look left and right it is great and does what I want, but when I move forward, back,left, right, jump and crouch the entity moves away from the cam. Also it does this when I look up and down as well. What I am getting at is I am not able to fix the movement to the cam, so it acts like a real hud. If this is possible, how do I go about it?

Plystire
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Posted: 21st Jun 2010 01:37
@starmind:

Try adding these actions into your script, making sure they are run all the time. They will keep the entity rotated to your camera's orientation.




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starmind 001
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Posted: 21st Jun 2010 03:01
Something like so?


Marc Steene
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Posted: 21st Jun 2010 12:31
Quote: "Something like so?"


That should work.


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starmind 001
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Posted: 21st Jun 2010 15:41
Quote: "That should work."
It doesn't. All still works the same. Not to mention you must crouch in order to shoot around the hud. I made a test level of it to show my problems. If everyone is okay with it, I will upload it tonight after work.

Marc Steene
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Posted: 21st Jun 2010 16:01
Could someone post the motionblur script, I lost mine :/


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Marc Steene
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Posted: 21st Jun 2010 16:17
One more thing, I'm having trouble running the motionblur and blackwhite shaders at the same time...when running both, only motion blur shows.


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BlackFox
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Posted: 21st Jun 2010 17:48
Quote: "Could someone post the motionblur script, I lost mine"


This one Marc?



- BlackFox

Marc Steene
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Posted: 21st Jun 2010 18:12 Edited at: 21st Jun 2010 18:22
Thanks

Also, the issue with motionblur + black and white shaders is still there.


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gendestroier
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Posted: 22nd Jun 2010 00:09
the pb is currently in the code of the fpsc v.1.15, right ?
and the pg too ? i need to know cuz i don't like making and adding huds for my scripts,(correction, my modified scripts, the scripts came from The Storyteller 01) so i need a update add called fpgcrawtext, and then is when the both mods fail.

mods for creating a inteligent game,at least
Plystire
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Posted: 22nd Jun 2010 00:15
@starmind:

Remove bullet collision from the entity, and you should be able to shoot through it.


@Marc Steene:

Shaders may not be used at the same time.... hence why there was a "Motion Blur + Bloom" shader. You may swap between shaders at any time via scripting, but they will not run simultaneously.

I suppose this would be a "good thing"? Considering how slow people have claimed a single shader to run for them.


The one and only,


starmind 001
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Posted: 22nd Jun 2010 05:29
Here is a small test level I made for testing the hud script. Script is in the scriptbank(of course ) Enjoy and let me know what you all come up with.

starmind 001
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Posted: 22nd Jun 2010 05:38 Edited at: 22nd Jun 2010 05:51
Here is a small test level I made for testing the hud script. Script is in the scriptbank(of course ) Enjoy and let me know what you all come up with.

Sorry forgot file link

Here it is.

Marc Steene
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Posted: 22nd Jun 2010 10:11
Quote: "but they will not run simultaneously."


Aww Would it be possible to merge the bloom+motionblur shader and black + white shader?


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Plystire
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Posted: 22nd Jun 2010 22:04
Of course it's possible. It's actually just a very small change to the script. Black and white isn't exactly hard to pull off. Getting it to be TRUE black and white is a bit harder, though.

Open up the MB+B.fx file in Notepad, go to the "float4 PSCombine" function and add this line just before the "return" line:


The function will end up looking like this:



This is not "true black and white", but it serves general purposes of black and white.


The one and only,


Marc Steene
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Posted: 22nd Jun 2010 22:13
Thanks Ply On another note, a black+white and bloom shader is already provided in the black and white folder.


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TerrorNation
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Posted: 22nd Jun 2010 23:21
Unfortunately, I have a bug to report for Project Blue.

When I set dynamic objects to spawn after activation, they work as they are supposed to, apart from the fact that they have NO collision whatsoever, and I can walk straight through them.

Any help?
Marc Steene
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Posted: 23rd Jun 2010 00:59
I've experienced the same collision issue.


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gendestroier
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Posted: 23rd Jun 2010 23:44
hummm... in this case, maybe ply have to update the mod, he will, for the version 1.8, maybe he fix this bug in that update too.

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Plystire
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Posted: 24th Jun 2010 01:11
Ply is not responsible for updates on PB anymore.

I'm just here to help people out if I can and point people in the right direction for using the Mod.


For the collision issue, have you tried turning collision for the object off and then on in state 0 of their spawn script? That may work for you.


The one and only,


Huncut1
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Posted: 24th Jun 2010 18:50 Edited at: 25th Jun 2010 13:47
Okay, I got the information and downloaded the manual. Thanks for the email, hockeykid.
Zoli
gendestroier
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Posted: 26th Jun 2010 20:27 Edited at: 26th Jun 2010 20:42
''For the collision issue, have you tried turning collision for the object off and then on in state 0 of their spawn script?''

doh !!!!!!!!!!!!!!!!!!!!!!

was that easy ??????????

EDIT: hehe.. and sorry by that mod update confusion...

EDIT: i mean now it looks easy cuz i read ''THE GUIDE''
The main fpsc guide don't gave this comand like an example, but said something more or less like this.

mods for creating a inteligent game,at least
Marc Steene
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Posted: 27th Jun 2010 11:45
I just hope that Fullscreen Shaders will be able to be used with custom cameras in the next update.


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Huncut1
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Posted: 27th Jun 2010 21:55
Good for you Marc, I couldn't even get shaders to work. I have radeon 5770, and I did everything what the installation guide says. I even extracted the effectbank, but for example, when the guide says to copy over Files folder, I copied over the databank folder to the FPS creator's Files folder. I also copied over the Mod.ini .
What can be the problem?
Thanks,
Zoli
Huncut1
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Posted: 27th Jun 2010 22:02
Also, when I place a player in arena game, the player appears somewhere else in the mapO Without weapon:S (I have chosen an armored one)
Plystire
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Posted: 28th Jun 2010 01:50
@Marc:

The FS3 should work fine with user cameras. That's how I made a black+white camera view with static bits. When the user went to view the camera it changed the full screen shader to a black and white one, and changed it back when they exit the view.


@Huncut:

Are you trying to use them explicitly in Arena mode? Have you tried in single player mode? What is your Mod.ini setup? As for the players in Arena Mode... not sure I follow? Is there some sort of pattern you've found to the player relocation in arena mode? And how are you trying to set up their starting weapon?


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Huncut1
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Posted: 28th Jun 2010 11:56
Thanks for the answer!
Well, I haven't tried in singleplayer, but then, I am going to.
My Mod.ini setup is the original Project Blue 1.8a 's setup.
As for the players in arena mode, when I place my sniper character for example, (has sniper rifle at start in the original 1.15 FPSC)
it appears far from where I placed, and after a fire press I start moving, (I see that is normal) and I also start getting hurt. Oo.
No hurt zone placed anywhere in the map... I guess I failed to install the mod perfectlyD (At the left bottom of the screen there is a Project Blue 1.8 signature)
Hmm....
Marc Steene
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Posted: 28th Jun 2010 12:46
Quote: "The FS3 should work fine with user cameras."


What!? :S That's awesome...or it would be if it worked for me. When using custom cameras with Fullscreen shaders enabled, the whole scren goes a blank, bright green.


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Plystire
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Posted: 28th Jun 2010 14:47
@Marc:

Hmmmm, it was working in v1.7 of PB, I'm fairly sure of it. As I said, I did it quite a lot to give effects for cameras, like providing motion blur only when driving, or changing to black and white when looking into a security camera view.


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Huncut1
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Posted: 1st Jul 2010 13:41
Hello!
1.)Can any custom model packs used with PRoject Blue?
2.)The official community guide for making custom HUD is proper for Project Blue too? I guess yes, but better to ask than reinstall the whole stuff again
Thanks for the answer!
Zoli
Marc Steene
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Posted: 7th Jul 2010 02:07
Hey Plystire, could you help me out a bit? The mod is starting to give me some trouble. Is it possible to bind the player camera to an entity? I tried bindcamtoentity=0 but had no luck. Also, when viewing fullscreen shaders with a custom camera I see only solid green which is starting to cause me some real issues Any ideas?


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Plystire
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Posted: 7th Jul 2010 03:57 Edited at: 7th Jul 2010 03:58
@Huntcut:

1) As far as I am aware, there shouldn't be any problems with model packs. There was only one problem I encountered with them and it was only for the egyptian weapons...

2) Yes, making HUDs works the same in PB.


@Marc Steene:

As I said before, I'm not sure what's wrong with the FS3 related to user cameras. The green background is the default color background for new cameras in DBP... so my guess is that the user camera is somehow viewing outside of the FPSC world.

As for binding the player to an entity, if the bindcamtoentity command does not work, you can always manually set the camera's position to the position of the entity. The entity position variables are $EPX, $EPY, and $EPZ. You can orient the camera to the orientation of the entity (angles) with $EAX, $EAY, and $EAZ.

Hope that helps. If you have any further questions you would like to ask directly to me, feel free to shoot me an email. I check email before checking the boards, so you're likely to get a response from me faster that way.


The one and only,


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