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

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uzi idiot
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Posted: 19th Jul 2012 19:07
This should work.
It uses _D/_D2 as diffuse, _I as a spec mask (it's alpha channel controls the reflections) and _S as the reflection image.

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Corno_1
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Posted: 24th Jul 2012 21:22
thank you for your work i will test this soon!

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
kingofmk98
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Posted: 1st Aug 2012 08:18 Edited at: 1st Aug 2012 08:20
I don't know if your still taking requests but if you are could you merge motion-sickness and your pulsing pain effect and another of motion-sickness and your normal pain effect. Thank You very much hope you can

So two effects please

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
uzi idiot
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Posted: 1st Aug 2012 11:13
Do these work alright for you?

If something compiles on the first try. Something is terribly wrong.

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kingofmk98
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Posted: 1st Aug 2012 11:23
Yes thank you very much. Your name will be in the credits for my game

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
ASTECH
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Posted: 8th Aug 2012 08:05 Edited at: 8th Aug 2012 08:05
Might seem like a weird request but what off an effect that sort of looks like this?

It seems like a touch of chromatic with film grain and a cloud of grey to cover the scene. I'd like to see something like this done. I'm testing the waters with the scenario's in my game. An effect like this would look super creepy.

http://http://www.indiedb.com/games/lucid-dreaming-1-rebirth-lunatic-moon/images/school-class-2

PC Specs: AMD X4 2.7Ghz, 8GB DDR3 RAM, Nvidia 9800GT, Win. 7 Pro 64 Bit
uzi idiot
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Posted: 8th Aug 2012 10:32
Does this looks alright?

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doopus
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Posted: 19th Aug 2012 18:29
Uzi idiot,

Thanks for creating a terrific collection of shaders, they are all greatly appreciated. I'm sure the community also appreciates you taking so many requests!

*This post will self-destruct in 10 seconds.*
Corno_1
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Posted: 19th Aug 2012 19:45 Edited at: 19th Aug 2012 19:46
first your shader is beautiful! thank you very much!

i have a question. is there any shader for weapons so they can use illumination like the scifi segements?

if not can you do one for me?

Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
kingofmk98
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Posted: 19th Aug 2012 19:57
@Corno_1 I need the same thing.

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
DarkJames
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Posted: 19th Aug 2012 21:16
I have to wonder something... Is there anyway to have a flashlight shader? To look like Unity's flashlight or something.

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uzi idiot
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Posted: 19th Aug 2012 21:21 Edited at: 19th Aug 2012 21:52
Here you go.

@DarkJames: I'm not sure if it would be possible.

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DarkJames
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Posted: 19th Aug 2012 22:33
If you ever watched Corvus mod or played with it, you would notice there's a fluent, and pretty awesome, flashlight... Not sure why nobody but Corvus creators have thought of something like that Oh well, scripting and editing EAI's leds will do... For now.

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Corno_1
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Posted: 20th Aug 2012 12:34
@uzi idiot wow you are a master! thank you very much for this great work

@kingofmk98 sounds you want to create a scifi shooter? or do you want to make the same like me, a rpg-scifi-shooter!



Yes, i´m a noob, but i like it
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24
unfamillia
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Posted: 20th Aug 2012 15:02
@Uzi,

firstly, i think i speak for everyone when i say, Thank you SO much for your generosity and all the time and effort you have put in to making these shaders for everyone.

Secondly, i noticed an image you posted to show the darkened background. In this image, you had a statue that looked like it was almost made of glass. Is it possible to make a shader that will give the player a glass look?



I would really like to be able to activate this effect!

Unfamillia

[url=www.touchoffear.webs.com][/url]
uzi idiot
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Posted: 20th Aug 2012 16:36
I've tried porting the Dark Shader glass effect into FPSC and it didn't work because there is no background render image and you can't get the shader to use the screen texture.

If something compiles on the first try. Something is terribly wrong.
DarkJames
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Posted: 20th Aug 2012 17:06 Edited at: 20th Aug 2012 17:07
Hmm... In that screenshot, your camera seems darkened in the edges, did you release that shader?

Addendum

I really like what you are doing here, thanks for the effort!

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uzi idiot
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Posted: 20th Aug 2012 20:02
It's a vignetting effect that I found in some of the new shaders.

here's what the code for the vignette looks like:


Here is a shader that just uses that.

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DarkJames
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Posted: 20th Aug 2012 20:12 Edited at: 20th Aug 2012 20:18
Awesome! Also, do you have any tutorial at-hand on compiling shaders together? as in making two full screenshaders to comply together?

E.G= Vignetting Effect + Bond's Filmgrain.

Addendum

Is there anyway to increase the Vignette intensity?

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kingofmk98
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Posted: 20th Aug 2012 20:47
@Corno_1 Yeah I am starting a sci-fi shooter after the project im working on.

A lot of my FPSC media can be found here. Hope you guys stop in. http://fpscfree.webs.com/
uzi idiot
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Posted: 20th Aug 2012 21:28
Quote: "Is there anyway to increase the Vignette intensity?"


At the line:
Quote: "float2 vpos = (IN.uv - float2(.5,.5)) * 2 ;"

increase the 2.


As for how to merge two shaders, I may do a proper tutorial some day, but here's how to add the vignetting to the film grain.

First,open the film grain shader (if you have dark shader us that or if you don't, notepad works). Then scroll down to the pixel shader part (often Bond1's shaders will have the line
Quote: "//Pixel shader"
just above to make it easier to find), there you will find at the bottom the line

Quote: " return (combine * Contrast) + Brightness;"


above this paste the vignetting code

Quote: " //vignette
float2 vpos = (IN.uv - float2(.5,.5)) * 2 ;
//vpos.x = vpos.x * -1.5 - 0; //can also scale and shift horizontally
float dist = (dot(vpos, vpos)) ;
dist = 1-0.4 * dist;"


however the film grain shader uses Tex.xy as the UVs, so rename IN.uv to Tex.xy.

Next, multiply the final line by dist

Quote: "return ((combine * Contrast) + Brightness)*dist;"



This however will result in an error, to solve it all you neede to do is scroll down to the bottom were you will find the lines

Quote: "
technique Negative
<
//the initial texture we want DarkBASIC Professional to place the scene
string RenderColorTarget = "frame";
>
{
pass Negative
<
//use a blank render target to draw to the screen
string RenderColorTarget = "";
>
{
ZEnable = False;
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 ps_main( );
}
}"


Now change

Quote: "PixelShader = compile ps_2_0 ps_main( );"


to

Quote: "PixelShader = compile ps_2_b ps_main( );"


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DarkJames
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Posted: 20th Aug 2012 21:46
I see! I also have a question, if you remember in this very page, you made a "Bare-Filmgrain-Motion Blur" shader for Astek, going from "Lucid Dreaming" a screenshot he gave you. When applied, the vignette was green, anything on this?

ALSO! Thanks for the tutorial, I'll start looking around for more tutorials and videos on the net, perhaps I'll be able to make shaders like yourself someday.

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uzi idiot
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Posted: 20th Aug 2012 22:18
I think the issue was cause because it also multiplied the alpha channel.
Set the final pixel shader line to

Quote: " return float4(((combine.rgb * Contrast) + Brightness).rgb*dist,1);"


That should fix it.

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DarkJames
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Posted: 20th Aug 2012 22:23
Couldn't find the line... Yeppers! I'm dumb.

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uzi idiot
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Posted: 20th Aug 2012 22:29
It's right at the bottom of the pixel shader section. It's line 517.

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DarkJames
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Posted: 20th Aug 2012 22:36 Edited at: 20th Aug 2012 22:37
Found it! Thanks a lot!

Addendum

Could you compile this shader with BleachByPass?

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uzi idiot
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Posted: 20th Aug 2012 22:52
Like this?

If something compiles on the first try. Something is terribly wrong.

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unfamillia
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Posted: 20th Aug 2012 23:16
Uzi,

I am very impressed with everything you have done here! I wish i understood all of this!

I have been searching all over for a cartoon shader! I noticed a few pages back that you gave the instructions on how to amend a basic shader to become a cartoon shader.

Have you created a working cartoon shader that you could post here?

Also, what image maps do cartoon shaders use?

Unfamillia

[url=www.touchoffear.webs.com][/url]
uzi idiot
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Posted: 20th Aug 2012 23:52 Edited at: 21st Aug 2012 01:08
@unfamillia Here's a cell shaded version of bumpent I just threw together, you'd need to do the cell shading using an entity shader like this, because using a fullscreen shader to create outlines doesn't work as far as I know, it usually only affects decals.
This shader uses a _D2, _N and _S or _R.

If this is ok I'll try to create a version for segments.

[edit] sorry, I forgot to attach the shader

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unfamillia
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Posted: 20th Aug 2012 23:55
@uzi

That sounds good to me mate. So, i would need to assign this shader to all of the entities that i want to have the cartoon effect?

Did you attach a shader to the post?

Unfamillia

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uzi idiot
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Posted: 21st Aug 2012 01:09
Yes, you would need to apply it to every entity.

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DarkJames
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Posted: 21st Aug 2012 01:35
Uzi, could I ask you one thing? I tried editing your script in Dark Shader and it crashes when I try to save it as .fx... I wanted to put filmgrain ammount to 10, I can't find the line in the effect, and the only filmgrain ammount in the fx is set to 0... Also, are you sure it has BleachByPass? In Dshader preview it didn't notice...

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uzi idiot
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Posted: 21st Aug 2012 01:46
I had that issue too. You can open the shader files in notepad and save them as .fx. The part that changes the strength of the bleachbypass is the line
Quote: " float mix = .75;"

at line 202.

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DarkJames
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Posted: 21st Aug 2012 01:49
I did, but I want to lower filmgrain, in the notepad, I believe it is glitched, since it says 0.0, but in Dark Shader preview, it shows 5.0

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uzi idiot
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Posted: 21st Aug 2012 10:53
Very odd. If you just want to disable the film grain try this.

If something compiles on the first try. Something is terribly wrong.

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zenix
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Posted: 21st Aug 2012 23:21
Hi, excelent work!! But I have a problem:
¿This works with the 1.20 Beta 3?
Because I put the files on the "postprocess" folder and I don´t see any diference...
I have the Shaders activated and all that...
Can anyone help me?
uzi idiot
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Posted: 22nd Aug 2012 01:40
You need to trigger them by a script.

If something compiles on the first try. Something is terribly wrong.
DarkJames
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Posted: 22nd Aug 2012 02:04
So, Uzi, are you working on anything?

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unfamillia
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Posted: 22nd Aug 2012 02:06
I can't seem to get the cartoon shader to work.

Did i need to edit any of it before use, or was it good to go?

Unfamillia

[url=www.touchoffear.webs.com][/url]
zenix
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Posted: 22nd Aug 2012 02:51
I have an script called "multi" that I saw that you mentioned it but I use it for an other effect (a water one of bond1) and I don´t have idea how to get yours works
Please, can you explain me what I have to do!!?
uzi idiot
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Posted: 22nd Aug 2012 10:55 Edited at: 22nd Aug 2012 11:03
@unfamillia This one works on static entities.
It works on the sci-fi barrels for me. Sorry, I've been really lazy not testing these, I've been playing a lot of CS:GO

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uzi idiot
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Posted: 22nd Aug 2012 11:04
DarkJames, if you're talking about not being able to edit the values, copy the shader to the desktop, then it should be modifiable.

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zenix
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Posted: 22nd Aug 2012 18:27
Hi, I fix the problem!! But one question:
The download at the beggining of the thread is the last version?
uzi idiot
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Posted: 22nd Aug 2012 20:16
I think so.

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zenix
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Posted: 22nd Aug 2012 23:32
Ok, men you are a genius, my game looks really good and it is all for your excelent work!!!
And the last question ...
I saw a video on your youtube´s channel where you put lightning in your game...How do you do it? If you use a script, can you share it with me ?
zenix
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Posted: 23rd Aug 2012 05:24
Hi,It´s me again and I fix all the problems!!!...
But I have only a question:
Could you tell me for what are the vignette, chromatic and bleachbypass effects?
I test them on my game and I see a change but really I don´t know what the change is
What I mean is, What effect produce each of one?
Thank you and really your work is awesome!!
Akanto10
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Posted: 30th Aug 2012 00:34
Hey, uzi idiot! Do you know if it's possible to incorporate a fade in/out/lag effect into a post process effect? I'd appreciate your answer.

Thanks,
Akanto

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uzi idiot
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Posted: 30th Aug 2012 01:12
I don't think so. I think if there were shader variables for fullscreen shaders I think it'd be possible.

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Corno_1
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Posted: 31st Aug 2012 17:36
Hey you help me alot with my personal normal map shader, but how can i reduce this purple effect?

Is there any tutorial for tweaking shaders? So i must not ask all the time

Public void likeFpsc{ System.out.println("I like FPSC!" ) ;}
http://forum.thegamecreators.com/?m=forum_view&t=196656&b=24

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uzi idiot
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Posted: 31st Aug 2012 19:19
What texture are you using to control the spec?

If something compiles on the first try. Something is terribly wrong.

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