Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Bond1 Normal Mapping shader for segments, free room segment, and tutorial

Author
Message
Woolfman
16
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 27th May 2010 10:39
Thanks for clearing that up. Didn't remember you saying it needed to be static in your video.
Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 27th May 2010 15:15
thanks for the shader bond... really neat, had some issues when trying to drop the effect into my segments fps's so i gave up and went with the back up of editing you fps, if thats okay...

thought i'd show you what i did with it and also do you know any tricks to boosts the floors spec map, mine looks a little bland


Doomster
16
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Germany
Posted: 27th May 2010 19:44 Edited at: 27th May 2010 19:46
Quote: "Doomster, what is your graphics card?"

It's an onboard graphic card from nvidia, but this is the first time, that I'm encountering any problems with shaders - Click me.

-Doomster

Cosmic Prophet
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 27th May 2010 21:41
Just saw this today. One word... Awesome! Thank you very much for all the great new shaders your bringing to the community.

I Salute you sir!

I've developed a new philosophy... I only dread one day at a time.
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 28th May 2010 01:45
Quote: "thought i'd show you what i did with it "

sweet

Quote: "had some issues when trying to drop the effect into my segments fps's so i gave up and went with the back up of editing you fps, if thats okay"

me too

Quote: "I Salute you sir!"

Oh yeah I almost forgot the salute...

"We, who are about to bump, salute you!"

   Conjured Entertainment

 WARNING: Intense Madness
DarkFrost
14
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 28th May 2010 04:10
My God I love it!

I cannot believe the quality and quantity of work you have been releasing!

[img][/img]
Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 28th May 2010 15:37
well heres another segment i made, if i have your permission i'd like to make a pack and post it for download, i obviously wouldn't include the shader file itself


DarkFrost
14
Years of Service
User Offline
Joined: 3rd May 2009
Location: ON, Canada
Posted: 28th May 2010 22:58
Well, it seemed to work fine yet I've encountered an error.

Whenever I use the segment with a light placed (dynamic or statric) I get doomsters bug. Yet without any lights it works fine.

[img][/img]
NAACP gotme
15
Years of Service
User Offline
Joined: 2nd Jan 2009
Location:
Posted: 29th May 2010 03:16
just made a segment for the shader, thought I'd show it off.

Amazing work as usual bond1, I'm probably going to focus a majority of my free time working on segments this weekend


Get your own Gamercard Sig.

Attachments

Login to view attachments
starmind 001
FPSC Reloaded Backer
16
Years of Service
User Offline
Joined: 23rd Sep 2007
Location:
Posted: 29th May 2010 07:25 Edited at: 29th May 2010 07:26
I actually made a segment with this shader.
This is a segment from buckethead's pack and I wanted something that looked like this and now I do. Thanks bond1.



Attachments

Login to view attachments
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 29th May 2010 18:14
Mazz426, we both had the same idea i did the same here is my "Vented Room 1" with shaders (i made the maps,Mazz426 the texs. for his "Mix n' match" pack...



here is the ceiling { attached }

Attachments

Login to view attachments
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 29th May 2010 18:14 Edited at: 29th May 2010 18:15
And wall
Edit:
mazz, please get in touch with me shoot me an email please

Attachments

Login to view attachments
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 29th May 2010 18:44
MORE MORE MORE, now a tile room
in this one i love the floor and ceiling it looks like an actual surface

BOND1 I love you!!!!!!!
want to marry me? i have the ring(all the model packs)
XDXD no but i think you deserve that badge !! Wear it proudly folk!

Screens:
Tile floor zoomed ( surface)



Floor



Wall



What do ya think bond!?

dxdragon86
15
Years of Service
User Offline
Joined: 15th Mar 2009
Location: Germany
Posted: 29th May 2010 18:47
Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 29th May 2010 19:04
coltfange@

those look great, you did a better job on the floor than i did , i'll drop you an email later today

michael x
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 29th May 2010 19:16
hey bond1 I was wondering when are you going to release a static entity shader with normal mapping? this would compete fpsc x9. which is one of the great thing I like about fpsc X10.

more than what meets the eye
Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 29th May 2010 19:26
michael x@

you can acctually use this shader on static entities, it works fine, you'll just need to generate all the correct texture files

DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 29th May 2010 19:33 Edited at: 29th May 2010 19:35
thanks Mazz, i already made a concrete one too!
and im making an office for juzi!

evryone who wants a shader on a seg. just shoot me an email



Edit: Attached a screen of the concrete one

Attachments

Login to view attachments
mgarand
16
Years of Service
User Offline
Joined: 22nd Dec 2007
Location: The Netherlands
Posted: 29th May 2010 19:40
bit too shiny he? but good job



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
michael x
15
Years of Service
User Offline
Joined: 10th Jan 2009
Location: Cybertron
Posted: 29th May 2010 19:57
@Mazz426
yes but I get a texture problem like this. if you you can help it will be greatly appreciate. this is how it look.


more than what meets the eye

Attachments

Login to view attachments
Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 29th May 2010 20:08
michael x@

are you creating you own normal and illumination maps that are in the same directory as the diffuse texture? if you just make the following files _D, _D2, _N, _I and place them all in the same directory it should work fine, i've found that if you don't do this you'll recieve a bunch of errors, like only half of the model having the shader acctually affect it or your issue. so if you haven't made any of the listed texture types then there's your issue

DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 29th May 2010 20:58
what do ya' think of my segs. folks?

Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 29th May 2010 21:21
Quote: "what do ya' think of my segs. folks?"

I think it looks great.
That wiring is really cool, and sets it off.

   Conjured Entertainment

 WARNING: Intense Madness
Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 29th May 2010 21:40
dont like it that much ^^
too strong Normal Map on the overall texture.
It needs to be only high on the "edges" and not on the overall structure.
Try to create the maps by hand, like bond has showed!
Looks a lot better than ^^

... efxMod Developer!
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 29th May 2010 22:01
mm
can you please make an example normal map?

Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 30th May 2010 01:24 Edited at: 30th May 2010 01:28
so here is one of my own Normal Maps.
You see, its just a bit, not the whole texture!
(For all the guys who dont know, its for a floor texture ^^ )

EDIT: If you want me to make you a sample for your texture, upload it and I will see what I can do ^^

... efxMod Developer!

Attachments

Login to view attachments
JLMoondog
Moderator
15
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 30th May 2010 01:39
Holy shader Batman!

Thanks for the freebie. Should come in handy.


DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 30th May 2010 01:54
attached the texture... please make the normal map

Attachments

Login to view attachments
Juzi
17
Years of Service
User Offline
Joined: 8th Mar 2007
Location: Finland
Posted: 30th May 2010 02:08
Help guys.

When I draw the shadered texture to the grid and press test game, the game acts weird. (See attachment)

I can walk and collide with invisible walls and all that stuff. It seems like I'm in the right place, but the room has moved to different place.

I'm using FPSC 1.16 with Fenix Mod 1.0

With me disaster finds a playfield

Attachments

Login to view attachments
Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 30th May 2010 02:12
Quote: "can you please make an example normal map?
"


Try looking here.

Kravenwolf

Dark Goblin
17
Years of Service
User Offline
Joined: 19th May 2006
Location:
Posted: 30th May 2010 02:18
so here is my self made version for your texture attached!
tell me what you think!

@Kravenwolf:
its an generated normal map and for me, this kind of maps look really bad, because it does not look like it should.
^^

... efxMod Developer!

Attachments

Login to view attachments
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 30th May 2010 02:28
Can you make a tutorial on how to make them?

Kravenwolf
15
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 30th May 2010 02:37
Quote: "its an generated normal map and for me, this kind of maps look really bad, because it does not look like it should."


That's strange, they've always turned out just fine for me. To each their own, I suppose.

Kravenwolf

Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 30th May 2010 05:32 Edited at: 30th May 2010 13:51
@bond1

I can't thank you enough for releasing this segment normal map shader. I think a lot of us had given up on this happening but once again you've taken FPSC another step into the next generation.

Here is my 1st FPSC X9 scene using shaders on every surface and object.



DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 30th May 2010 06:29
this is my best Shader added to a floor/Ceiling...



AaronG
17
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 30th May 2010 07:53
That looks real!

DonWON
14
Years of Service
User Offline
Joined: 4th May 2009
Location:
Posted: 30th May 2010 17:58
Not sure whats going on with me but on my pc and laptop, when I build a room in any size with a static light my player start is place outside the room. If I put in a dynamic light its fine but I can not have both at the same time. This is all built with the downloaded files and not my own stuff. Also want to point out I have a GTS 250 on the pc and ATI 4200 on the laptop so I know its not the hardware. I am thinking something in a setup file thats not very happy... maybe. Theories?


bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 30th May 2010 18:42 Edited at: 30th May 2010 18:44
Coltfang, your last picture looks really awesome!

But in general, I prefer to manually make the normal map rather than rely on an auto-generated normal map as Dark Goblin pointed out. Auto-generated normal maps almost never look right unless through coincidence. They usually look uniformly bumpy and "noisy", which is not how to go about it for most surfaces. You need to have some variation in the bumpiness to define form.

The large scale geometric forms should be laid out first and have the most "bumpiness", then the smaller high frequency details can be overlaid at a less intense bumpiness.

Quote: "Can you make a tutorial on how to make them?"


I already did! See first page. The large scale forms should be blocked out in black and white, blurred slightly to give them "slope" then converted to a normal map. Then lastly the high-frequency detail can be overlaid on top with less intensity.

----------------------------------------
"bond1 - You see this name, you think dirty."
DarkJames
14
Years of Service
User Offline
Joined: 11th Aug 2009
Location:
Posted: 30th May 2010 18:46
Ill soon make some video on my 15 segments with your shader bond..im like vicious with this

SGJB
15
Years of Service
User Offline
Joined: 18th Mar 2009
Location: UK
Posted: 31st May 2010 13:59
Great Shader Bond really useful, but is there anyway to get rid of the specular shine at all?
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 31st May 2010 19:24 Edited at: 31st May 2010 19:26
Quote: "but is there anyway to get rid of the specular shine at all?"


You have absolutely, positively, full control over how shiny (or not) it is through the specular map. The specular map is something I keep harping about over and over about how important it is. But I've yet to see anyone really take this advice yet - which is why so many user made segments look so shiny.

The specular map DEFINES the material properties, such as shiny, dull, wet,metallic, pitted, tarnished, etc. Spend time on it, a specular map is absolultely NOT a grayscale version of your diffuse map! The normal map ONLY defines form! Not everything reflects light like shiny plastic!

----------------------------------------
"bond1 - You see this name, you think dirty."
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Jun 2010 01:35
Quote: "But I've yet to see anyone really take this advice yet - which is why so many user made segments look so shiny."

Wait a minute!
Are you saying my blocks look like plastic?

Just kidding, but seriously, I thought the specular was a greyscale map and the darker areas don't reflect as much light as the light areas.

I've attached the specular for my wall segment, and if there is anything I can do to make the block less shiney then please inform...

As you can see, I got so carried away that I forgot to use a proper texture size!

   Conjured Entertainment

 WARNING: Intense Madness

Attachments

Login to view attachments
bond1
18
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 1st Jun 2010 05:43 Edited at: 1st Jun 2010 05:44
Quote: " I thought the specular was a greyscale map and the darker areas don't reflect as much light as the light areas."


The basic concept is correct. Lighter areas are shinier than darker areas. I'm just making the point that the spec map should not just be a grayscale version of the diffuse - that almost never works unless through sheer coincidence.

And the spec can be COLOR too! For metal, make the dirty areas a rusty brown color on the spec map for a tarnished look. Or try a faint green specular on a copper wall for an oxidized look. For an oily stained floor, try a spec map with a rainbow of dull colors in the oily areas to really give it that iridescent look of filthy oil.

On a tile floor, try adding footprints on just your spec map! when the light reflects off of it, you will see those footprints!!! Look at a real tiled floor as the light reflects off of it to see what I mean!

Again, the spec map is SOOO important to the final look.

----------------------------------------
"bond1 - You see this name, you think dirty."
Toasty Fresh
16
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 1st Jun 2010 05:49
Also, on metal textures, you can usually make it look really cool by making scratches and wear very shiny. Looks great.
Conjured Entertainment
AGK Developer
18
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 1st Jun 2010 05:54 Edited at: 1st Jun 2010 06:22
Quote: "And the spec can be COLOR too!"

I don't know why I was thinking it had to be grayscale.
The sprites for the animated shader were in color.
What was I thinking?
Oh yeah, I wasn't thinking.

Thanks Bond

   Conjured Entertainment

 WARNING: Intense Madness
Wraith Staff
17
Years of Service
User Offline
Joined: 3rd Apr 2007
Location: Hamilton, OH
Posted: 1st Jun 2010 07:07 Edited at: 1st Jun 2010 07:07
What would you do for a white/light beige (with blue) painted/scuffed brick wall (You know... Model Pack 3 )?

Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 2nd Jun 2010 14:59
There's a couple of things I've noticed with this shader.

If I create a room segment with Signs or FPSC toolbox the shader doesn't work. I also tried applying the shader to a custom tunnel segment without success. It only seems to work on the segment template bond1 provided.

Also the shader doesn't appear to work with static entities. If I take an object mesh and apply the shader and textures in Dark Shader its fine but when loading as a static entity in FPSC it has a similar issue when using a different segment as above.

If there a way of getting the shader to work with different segments and static entities or is it not designed to work that way?

A r e n a s
15
Years of Service
User Offline
Joined: 9th Jun 2008
Location:
Posted: 2nd Jun 2010 15:45
Does anyone have any idea on how to generate normal maps and specular maps from within a program? I got everything else ready to convert mass segments to segments with normal map support, just need to solve these two problems They can be done in image editors, just that it will take too long to manually change over 200 textures that way Besides, it takes a few seconds to convert everything else

SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 2nd Jun 2010 16:02
bond1 I have Crazybump and use it to create S,N,I maps from a single Diffuse map, I can then load the X model file to show all combined like your example in Darkshader.

My question is do you think I should get Dark Shader as another DEV TOOL or is Crazybump sufficient?

I must admit I like the way you can alter many facets of the textures in Crazybump and view the outcome before exporting.....

Thanks for this MUCH NEEDED normal mapping shader for X9, I have experimented with normals in X10 with good results but find X9 more flexible so will look to convert my DUNGEON KNIGHT tests over, now I can have real bump mapped dungeon walls in X9

Thanks again!
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 3rd Jun 2010 16:35
@bond1

I figured out how to get the shader to work on all custom segments and its fantastic.

The only issue I have with the shader now is on static entities.

If I apply it to a static entity in a normal mapped segment, the entity will use the normal map for the segment rather than its own as shown in the attached pic.

If there a way to fix this? Thanks

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-05-01 18:50:35
Your offset time is: 2024-05-01 18:50:35