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FPSC Classic Models and Media / Post Processing Pack - Camera Lens Effects

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Bugsy
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Posted: 25th Feb 2012 22:00
here's with some edits and colour correction. looks great! thanks uzi idiot!

imageflock.com/img/1330203595.jpg[/img]

ASTECH
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Posted: 29th Feb 2012 20:00 Edited at: 29th Feb 2012 20:13
Do you think you could have a bleach-washout post-effect that enables bloom as well? I'm aiming to wash out the colors but keep the bloom at the same time. I don't own Dark Shader and can't afford to buy it at the moment. If you could do this I would appreciate it.

Also, the bleach effect kind of make things a bit too dark. I'd like it lightened up just a tad if possible. If its not possible, then I'm fine with the way it is.

Screen Without Bloom Attached:

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit

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uzi idiot
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Posted: 29th Feb 2012 20:31
Is this shader OK?
Open it in notepad and lower the 'BleachBypass' value to lower the strength of the effect.

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ASTECH
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Posted: 29th Feb 2012 21:13 Edited at: 29th Feb 2012 21:20
Nicely done sir!

I have a question however. Are you just "piecing" the scripts together in notepad or are you using a program? Reason I am asking is because I need 1 other effect.

I could attempt it myself and save you the trouble if I knew what to do. I basically need the player to activate the gasmask effect but of course when I do this, the bleachbypass goes away and it is very noticeable. So its pretty much a combining of what you just did, with the gasmask overlay.

I don't need anything besides this but if I can do it and learn in the process, that would be even greater.

Thanks again!

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
uzi idiot
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Posted: 29th Feb 2012 21:41
I use DarkShader to make the shaders, it shows where the errors are and how to fix them, which is really awesome.

To merge the bleachbypass and gasmask shaders all I'd need to do is copy over the texture samplers


and then copy over the displasment, overlay and vignetting code.


And edit it so that it works.


I'll try to make it, it shouldn't be too hard.

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ASTECH
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Posted: 29th Feb 2012 22:02
Thank you! Thank you! Thank you! You can test my game for your help if you want. Consider it a free peek at the awesomeness of my game. LOL.

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Captain Coder
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Posted: 29th Feb 2012 23:05
@Uzi Idiot:

These post process effects are amazing, I didn't care much at first but after seeing the chromatic abberration I had to download - very good work! Thanks for letting us use these commercially, I really appreciate it

Thanks again,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
That Guy John
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Posted: 29th Feb 2012 23:47
Nice work!

If I am not mistaking, we can now turn post processing full screen shaders on and off via scripting now right?

I can see a couple nice uses for the lens flairs if this is the case.

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uzi idiot
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Posted: 1st Mar 2012 08:12 Edited at: 1st Mar 2012 08:38
@Captain Coder Thank you very much

Quote: "If I am not mistaking, we can now turn post processing full screen shaders on and off via scripting now right?"

Yes, the 1.19 beta has introduced a command 'setposteffect=' this lets you set the post processing shader to and shader located in the effectbank/posteffects folder.

@ASTEK
Is this OK? It looks a bit too dark to me :/


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ASTECH
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Posted: 1st Mar 2012 18:26
That's okay Uzi. I have a tweaked gasmask texture anyway. That would be perfect!

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
uzi idiot
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Posted: 1st Mar 2012 18:39
Alright, here is is.


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kingofmk98
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Posted: 1st Mar 2012 20:43
how do u put the download in the post like u did?

mkombat1010@gmail.com
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get free fpsc media at http://fpscfree.webs.com/
uzi idiot
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Posted: 1st Mar 2012 21:08
just put
[*href=PUT LINK HERE][*img]http://forum.thegamecreators.com/g/download3.gif[*/img][*/href]
and remove the *

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washburnrover
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Posted: 2nd Mar 2012 07:23
@marc Steene "reminds me of battlefield 3"
exactly what i'm going for graphically in my game

also, I'd to get a combo of the rain and lens-water droplets (called "defuse") effects merged for a nice storm combo effect, any way i can accomplish this, Uzi? is it as simple as Copy and paste one fx code to the end of the other (after backing up of course )?

That Big Idea guy that can't find the time...
uzi idiot
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Posted: 2nd Mar 2012 08:09 Edited at: 2nd Mar 2012 08:10
Is this alright?


Just copy the rain normal map as multi_2.dds

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Captain Coder
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Posted: 2nd Mar 2012 17:49
@Uzi Idiot:

Quote: "Thank you very much "


The pleasure is all mine

But good grief, it almost seems as if you have your own charity going on here! Are you just taking orders and making them the best you can for fun? Sure is nice to make full screen shaders and give them away...

Thanks for all the great stuff,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
uzi idiot
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Posted: 2nd Mar 2012 18:25
@Captain Coder:
I enjoying making them and I like helping people out.

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ASTECH
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Posted: 2nd Mar 2012 23:57
Once again, thank you. I'm glad you are helping the community out!

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
Leongamerz
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Posted: 3rd Mar 2012 12:06
Quote: "Once again, thank you. I'm glad you are helping the community out!"



Me too.Thanks for the great shader Uzi.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

RelMayer
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Posted: 3rd Mar 2012 12:51
Hey Uzi, do you think you could merge Bond1's Adaptive Bloom and SSAA ?

It would be awesome !

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uzi idiot
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Posted: 3rd Mar 2012 13:16
@RelMayer: Here you go


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Captain Coder
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Posted: 3rd Mar 2012 16:14
Quote: "I enjoying making them and I like helping people out"


My hat's off to you for your generosity I have DarkSHADER, but no idea how to make it actually "work" - what shaders did you use as a starting point for tweaking (did you use Bond1's shaders?)? I'm very interested in how you do this your self.

Thanks again for all the great stuff.
Captain Coder

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uzi idiot
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Posted: 3rd Mar 2012 17:24
@Captain Coder:
Thank you very much. I learnt how to edit shaders in notepad before I got DarkShader, learning how to make shaders is like learning just about anything else, it takes time and practice.
I'd recommend just looking through shaders and tr to find out how they work.

To make the lens flare shader all I did was experiment to try to find out how to flip the UV coordinates (it's 1-IN.uv) and used that on the bloom map.

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Jesper
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Posted: 3rd Mar 2012 20:32
Haha, those lenses are perfection! Just like in good ol' BF3 I have played for 230 hours now D And all those other shader editions.. you are my god!

http://erkinpelit.webs.com
Some Company of Heroes maps.. and something else too.
RelMayer
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Posted: 4th Mar 2012 12:22 Edited at: 4th Mar 2012 12:23
Cool thank you, do you think i can use this one instead of post-bloom.fx ( in 1.18 ) ?

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uzi idiot
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Posted: 4th Mar 2012 13:21
Yes, it should work.

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xren4ig
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Posted: 4th Mar 2012 14:46
uzi idiot,you can connect ssaa and lens flare, it would be very cool?
uzi idiot
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Posted: 4th Mar 2012 19:19
Here you go



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jmtmew
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Posted: 4th Mar 2012 20:27
Hey, this is some awesome work here, and I see you take requests

I know this sounds tedious and I'm unsure if it's possible, but could you make (or find) a Depth of Field shader and merge it with the ssaa/lens flare shader?

I'd be forever thankful

uzi idiot
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Posted: 4th Mar 2012 21:55
@jmtmew: I'm afraid DoF isn't possible in FPSC, because there is no depth buffer. I think there needs to be one.

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jmtmew
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Posted: 4th Mar 2012 22:00
Ah right okay, thanks anyway. Yeah, I always wondered why nobody seemed to have DoF in FPSC

xren4ig
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Posted: 5th Mar 2012 06:41
uzi idiot,Thank you very much, you are my idol
xren4ig
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Posted: 5th Mar 2012 09:19
that it does not work, maybe I'm doing something wrong?
RelMayer
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Posted: 5th Mar 2012 17:12 Edited at: 5th Mar 2012 17:55
Hello Uzi, the shader that you gave to me doesn't seems to work.
I've got only bloom but the screen isn't smoothed like in Bond1's SSAA shader.


Mind you if i ask you to do another shader instead of this one ?
It would be very kind.


I was wondering if an adaptive bloom shader which will only focuses on self-illuminated entites by producing a glowie ( not too strong but not too subtle ) around these would be feasable ?


Like this



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uzi idiot
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Posted: 5th Mar 2012 18:06 Edited at: 5th Mar 2012 18:36
I've found the issue

Bloom with SSAA


Lens Flare with SSAA


I don't think that effect would be possible. Just set the bloom threshold to 0.75 I'd recommend.

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RelMayer
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Posted: 5th Mar 2012 19:40 Edited at: 5th Mar 2012 19:44
Thank you I'll try this now, so I let the default values except for the bloom threshold ?





so it should look like this?




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uzi idiot
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Posted: 5th Mar 2012 19:48
Yes, that should work fine. You might need to increase the PreBloomBoost value.

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RelMayer
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Posted: 5th Mar 2012 19:56
Which amount do you suggest me ?

Excuse my grammar errors, I'm French.
uzi idiot
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Posted: 5th Mar 2012 20:23
Set it to 0.75. It should bloom out only the very brightest parts.

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RelMayer
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Posted: 5th Mar 2012 21:54 Edited at: 6th Mar 2012 01:48
Ok, it looks cool now, thank you.



I just need a last version, basically the same shader plus a recolouring effect which will allow me to give a coloured tint to the screen.

Excuse my grammar errors, I'm French.
uzi idiot
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Posted: 6th Mar 2012 08:23
Does this work OK?



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RelMayer
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Posted: 6th Mar 2012 13:03
I've tried it, it gives me arctifact-thingies scattered around the screen, weird, bah, doesn't matter, the one you've made before were cool, I keep it !


Thank you !

Excuse my grammar errors, I'm French.
xren4ig
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Posted: 6th Mar 2012 13:25
uzi idiot,again does not work, I call the file as a multi,but the effect is similar to the more bloom
xren4ig
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Posted: 6th Mar 2012 13:50
Sorry, figured out, thanks a lot!
Marc Steene
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Posted: 6th Mar 2012 14:25
What's SSAA?


Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.
uzi idiot
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Posted: 6th Mar 2012 16:54
SSAA is 'Super Sampled Anti Aliasing'

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elbow
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Posted: 6th Mar 2012 19:32
Hi uzi

You clearly aint no idiot Thanks for all the downloads. They are much appreciated.

Regards

Eugene
maho76
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Posted: 7th Mar 2012 09:45
i have to say awesome work and generosity, thank you, uzi.

Beno09
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Posted: 7th Mar 2012 12:49
Hello uzi, great work are you doing on these effects.
I'm not sure how to use chromatic effect and pain effect, I renamed chromatic.fx to multi.fx but there is no effect. Should I do something else or what ?

Thanks and keep going great work
uzi idiot
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Posted: 7th Mar 2012 16:45
@Beno09: The Chromatic and pain effects don't need to be called multi.
Just copy them into the folder and make then use this script


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