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FPSC Classic Product Chat / **EAI Weapon Shaders**

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creator of zombies
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Posted: 8th Apr 2009 18:40 Edited at: 8th Apr 2009 18:43
Hello all,
As the title suggests, I decided to create a specialised 'bumpcubereflectalpha' shader for EAI's weapons. So here's a checklist of what Iv'e Done so far:
----------------
*Created a new bumpcubereflectalpha shader:
*Created a High Resolution Normal, Specular & Cube map for all MP9 & 10 Weapons, along with some of EAI's GCS store editions (such as the sniper):
*Bumps & Scratches etc will now appear realistic depending on what angle and Direction the weapon is slanted:
*Weapon shader and specular will now react correctly to the colour of light:
*Intensity of normal map will change according to light strength and direction:
----------------
Here are some screenshots of a few of the weapons. Some of these shader effects are subtle and hard to show due to the lighting and currect weapon direction at the time:
----------------





Im going to wait a few hours before I release this, Just so I can hear the opinions of you lot.

CoZ



Doomster
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Posted: 8th Apr 2009 18:48 Edited at: 8th Apr 2009 18:49
The normal map on Screen 3 seems to be to intense (Take a look at his arm), other than that it looks pretty decent so far.

creator of zombies
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Posted: 8th Apr 2009 18:50
@GOH Doomster: Yeah. Thats my fault. I always get carried away with my normal mapping Thanks for the praise.

CoZ



g0LDjUnGe
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Posted: 8th Apr 2009 19:27
yeah same thing, on screen 3 and 4 is too much normal mapping

but screen 1 and 2 are looking awesome! nice work
Red Eye
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Posted: 8th Apr 2009 19:33
looking great, keep it up...

as for screen 3 indeed a little too much normal mapping

But For the Rest it Looks FANTASTIC


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
creator of zombies
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Posted: 8th Apr 2009 19:38
Thanks for the comments guys!. Yeah sory about the normal mapping. But the best thing about this shader is the fact that it will work with any type of normal map, so you can always make your own.

More comments welcomed

CoZ



uman
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Posted: 8th Apr 2009 19:51
Great stuff.

No negative comments.



g0LDjUnGe
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Posted: 8th Apr 2009 19:57 Edited at: 8th Apr 2009 19:58
something like a chrom or metallic shader,
with some reflections would be nice for the xix (desert eagle),
like this: http://img299.imageshack.us/img299/4431/dedust0028ze3.jpg
Pride
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Posted: 8th Apr 2009 20:09
Reminds me of HL2, I love it! It looks really good.

Man, I really can't wait for the release!


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Plystire
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Posted: 8th Apr 2009 20:42
The problem with a metallic shader is that the reflection will never perfectly match the surroundings and it'll become way too apparent to the player.


The shaders are looking very nice, CoZ. Have a beer for your continued efforts here!


The one and only,


Errant AI
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Posted: 8th Apr 2009 20:58
The lighting looks very nicely unified! I'd really like to run some texture name tests with this

Out of curiosity, CoZ, are you enabling any anisotropic filtering? I ask because the hunting rifle and hand textures look blurry to me and with 62FPS I'd think you could afford the hardware hit

It always drives me a little nuts to see gun normal maps on the hands but I think with a nondescript normal map of scratches and dings this shader would look awesome on my armored fantasy genre stuff. Hit me up if you need a couple samples to test with because I think it might be a perfect candidate to go crazy with the shiny.
Crusader2
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Posted: 8th Apr 2009 21:03
Awesome job CoZ! Also, if it is agreeable with EAI, you could sell the Shader along with the textures in the GCS. Or give it away.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Marc Steene
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Posted: 8th Apr 2009 22:01
The first screen looks great, good work

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
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creator of zombies
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Posted: 9th Apr 2009 00:13 Edited at: 9th Apr 2009 13:10
@Errant AI:
Quote: "are you enabling any anisotropic filtering?"

I wasn't until you said that. I just switched it to 16X AF and I still get 63FPS, so all is good. Also, could you send me a email regarding some more test subjects and your Normal map idea, It would be great to test that out.

@Crusader2: Ill have to have a chat with Errant About that


@Plystire: Your correct. Proper weapon reflections wouldnt be possible in FPSC without another shader camera. Thanks for the beer

@Marc Steene: Thanks

Stay Tuned

CoZ



The Next
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Posted: 9th Apr 2009 00:24
This is looking great amazing addition here you're getting really quite good at the shaders.

Toasty Fresh
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Posted: 9th Apr 2009 01:18
Oooh, I simply cannot WAIT until you let us get our grubby little mits on these. VERY awesome!

Also, is there possibly a way to make it that the hand texture and weapon texture have seperate normal maps? Because I tried applying your old diffuse/specular shader to Errant's Glock once and the gun looked great but the hand seemed to be using the same normal map as the gun.
gorba flamingo
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Posted: 9th Apr 2009 04:46
beautiful, im glad to see you doing such amazing work. and can't wait to see this on my favorite rifle, the MP9, m203 b.

[url=http://profile.mygamercard.net/gorbafletch]
dumpus
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Posted: 9th Apr 2009 04:51
Very nice work, again. If only you could apply the shaders to the weapons only, so you could keep the normal maps without worrying about shiny arms...

creator of zombies
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Posted: 9th Apr 2009 13:09
Thanks for the comments guys!
@dumpus: Me and Errant are working on that

@All: Would you prefer If I bundled Normal and specular maps for every MP9 & MP10 weapon with the shader, or shall I let you make your own maps. Im planning release very soon.

CoZ



g0LDjUnGe
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Posted: 9th Apr 2009 13:15
make a bundle with them, if we don't like the normal and spec maps we could also make our owns
creator of zombies
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Posted: 9th Apr 2009 14:27
@g0LDjUnGe: Okay, shall do. Im just waiting for Errant to get back to me on a few things.

CoZ



Dark Goblin
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Posted: 9th Apr 2009 14:46
hey coz:

I really like the look of the weapons. Hood work on this!

... efxMod Developer!
creator of zombies
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Posted: 9th Apr 2009 15:11
@Dark Goblin: Thankyou for the kind works DG

CoZ



SikaSina Games
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Posted: 9th Apr 2009 16:10
The shaders look intense, nice one CoZ, I'm eagerly waiting for more screens !

Errant AI
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Posted: 9th Apr 2009 16:31
email replied!
Mr Bigglesworth
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Posted: 9th Apr 2009 16:31
Nice shaders CoZ, more screens!

creator of zombies
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Posted: 9th Apr 2009 16:39
Thannks FCV!

This is Errants Reply to my email:
Quote: "You can distribute the bundle, for free, normal and/or spec maps but please if there are D2 maps which are more or less the D maps which come with the media do not distribute those."


Those are the conditions that im distributing the shader under. Give me a few hours to get everything together.

CoZ



Cyborg ART
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Posted: 9th Apr 2009 17:18
Looks great!

Its my shaderrequest!

creator of zombies
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Posted: 9th Apr 2009 17:29
New Side shot of the shader, working on the M4CQBR:


Straight Shot:


Shot showing how the gun & shader react realisticly to light. In this shot, I had a strong green light behind me and a softer white light in front. This effect is best seen when not reloading, although you can see how the normal map adapts to the lights colour:


Feedback Welcome

CoZ



creator of zombies
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Posted: 9th Apr 2009 18:03
More shots. Someone wanted to see some shots of the shader in action on the MP5, due to it being their favourite weapon, so here you go..Enjoy!:

MP5 Angle 1


MP5 Angle 2


MP5 Reload


MP5 Iron Sight


Comments Welcome

CoZ



The Next
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Posted: 9th Apr 2009 18:33
Very nice but the normal mapping on the hands still seems a bit distorted but im sure thats easy enough to fix. Maybe its just the way you made the normal maps.

What i mean can be seen on 3rd image on your last post

Jingle Fett
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Posted: 9th Apr 2009 18:36 Edited at: 9th Apr 2009 18:41
Very nice, most impressive

One thing about the first batch of screenshots though, see that white-ish reflection visible on the handle of the sniper rifle on the third screenshot (also visible on the fourth)? That's not due to the normal map, not exactly. It's not due to the normal map being over-done, I've had that happen in X10 ONLY once on a custom segment I made (and I've made lots). It doesn't necessarily look bad, but I haven't been able to replicate it so I assume it's a bug or something. Just thought you should know, otherwise looks great

Edit: I take that back, I have been able to replicate it on one other segment. It has to do with the format of the textures (uncompressed, DXT 5, etc.), in either the normal map or specular map (not positive which, but pretty sure it's the normal map). Changing the textures to uncompressed when exporting solved it, so it's not a problem with the shader, but the texture. That's probably why it doesn't happen in these last few screens.
(just so people don't go complaining that it's a problem on the shader side)

A picture says a thousand words.
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creator of zombies
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Posted: 9th Apr 2009 18:42 Edited at: 9th Apr 2009 18:44
@The Next: As stated by both Me and Errant, this is because the weapon and the hands are one model, and therefore the Normal map is applied to both the Weapon and the hands. Me and Errant are working on a fix for this, although strangely enough, you hardly notice this is gameplay.

@Jingle Fett: Thanks for the comment!. Regarding the normal map, the whitish reflection you can see is down to the large white light im using reflecting the strong normal map that I made for the weapon. I tested this with a different coloured light, and I didnt encounter any problems as such...but thats for letting me know.

CoZ

EDIT: Thanks! Just saw your edit. I tried it and it worked. Thankyou.



Jingle Fett
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Posted: 9th Apr 2009 19:15
Glad to help

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Errant AI
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Posted: 9th Apr 2009 19:46 Edited at: 9th Apr 2009 19:52
THe MP5 looks quite good!
CoZ, hope you don't mind me posting a few pics.

As The Next and others have pointed out, there's a problem with the Gun_N being assigned to ALL maps on the model. So, with a lot of MP9/10 weapons there are several maps, a minimum of two being one for the arm and one for the gun. In some cases there are different maps for scopes, etc. You can see the odd looking artifacts of that on the CQBR optic. There's really nothing which can be done about it BUT I do have sort of a workaround by using generic normal maps. This is to say the normal map detail is non-speciffic small scratches or whatever. When used across different maps the artifacts are less severe.

some examples...

ON CQBR:
subtle...

mauled...


Looks great on fantasy weapon (possibly because no skin and abundant metal):


Therse are mostly just diferent strength settings on the normal map filter. Really reducing the frequency of the scratches would likely be better if wanting a less scarred up look.
creator of zombies
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Posted: 9th Apr 2009 19:56 Edited at: 9th Apr 2009 19:57
Okay guys...Here it is!

CoZ's EAI Weapon shader


Download Contains
*Weapon shader and 3 different gun_N maps (Subtle, Medium & Strong)

For best results, use the subtle _N Map on MP9 & 10 Weapons (It's hardly visible on the arms. Or just use sleeved arms for best effect). For fantasy weapons, the medium or strong can be used to achive that really scratched Feel. As you can see from Errant's shots, I can safely say that shots alone don't do my shader justice!

License
For use in Commercial and Non Commercial Projects. Just don't sell, or re-distribute.

Enjoy Guys! Hope you enjoy using it as much as I enjoyed making it!

Download attached

CoZ



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Robert F
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Posted: 9th Apr 2009 21:37 Edited at: 9th Apr 2009 22:14
The Mp5 looks sweet! So does the sword. I think the CQBR is a little overdone in scratches though. The top of the iron sights almost looks as if its made of reptile skin.

Edit:

Here is a pic of the 44snub




shes a brick HOUSE!

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creator of zombies
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Posted: 9th Apr 2009 23:32
Awesome Robert!
Anyone else tried the shader out yet? Id be most interested to hear your opinions and thoughts.

CoZ



puppyofkosh
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Posted: 9th Apr 2009 23:36
Nice! I'll try it out now.
Toasty Fresh
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Posted: 10th Apr 2009 00:44
Yay, it's finally here!

DLing now, I'll tell you how it turns out.
dumpus
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Posted: 10th Apr 2009 01:27
Wicked, downloading now.

creator of zombies
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Posted: 10th Apr 2009 11:14
Okay. Hope you enjoy

CoZ



The Next
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Posted: 10th Apr 2009 11:32
Will try now this looks great may have to tone down some of the Normal maps but its great.

@Errant
If your reading check your email have sent you one about that big contest i will be hosting soon.

Errant AI
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Posted: 10th Apr 2009 11:54
@ The Next. OK, I see it and will get back to you in a day or two.

The generic N maps were thrown together in about two minutes mostly as proof of concept rather than any sort of final solution. The best thing to do would be to have a map with fewer scratches/details and to keep a sort of "safe-frame" in the region where the wrist and lower arm (and fingers if using certian glove skins) are to avoid having unsightly normal map details showing up on the player's skin.

The Toasty has an awesome video on Youtube showing the shader in action.
The Next
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Posted: 10th Apr 2009 11:56
Wheres that video would be good to watch

Errant AI
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Posted: 10th Apr 2009 11:58
here!

Hopefully he won't mind me linking to it.
The Next
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Posted: 10th Apr 2009 11:59 Edited at: 10th Apr 2009 12:01
Thanks i'm sure he wont

EDIT: Very nice video shows it off very well

Toasty Fresh
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Posted: 10th Apr 2009 12:14
Lol, cheers Errant. I was just about to blatantly shout 'LOOK AT MAH VIDEHO' when you posted that.
Errant AI
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Posted: 10th Apr 2009 12:24
Quote: "Location: Inside your head. "


My tinfoil hat must need replacing
creator of zombies
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Posted: 10th Apr 2009 12:45
Indeed Errant! Im so pleased how this shader has turned out! That video from toasty was great

CoZ



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