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FPSC Classic Models and Media / FREE Animated Texture Shader, Models, and Tutorial from bond1

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bond1
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Posted: 14th May 2010 23:45 Edited at: 19th Sep 2011 18:16
I'm giving away an entirely new, FREE animated texture shader along with two television models all set up and ready to use with FPSC.

I've also included a fully editable Dark Shader template of the shader that you can use to create your own versions. This is an INCREDIBLY useful shader that can be used for all kinds of stuff: Television screens that display video, projector screens, security monitors, blinking/flickering lights. Use your imagination, and bring your levels to life!!

Check out the video tutorial here to see how it works:
Part1:http://www.youtube.com/watch?v=HwuJaR7016U
Part2:http://www.youtube.com/watch?v=TCGdJQXAdXA

Download the models, textures, and shader template here: http://mjblosser.com/bond1_animatedshader.zip
EDIT: 5/21/2010: Shader updated to handle non-power of 2 sprites correctly!

Post questions here, but watch the ENTIRE tutorial before asking questions.



SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
burneriza
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Posted: 15th May 2010 00:09 Edited at: 15th May 2010 00:31
Great work bond!

Just a question, how long have you been working with models and such?

EDIT: Wow 7 years! would you be possible to add me on msn to give some advice to a complete begginner :S

-Burneriza
bond1
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Posted: 15th May 2010 00:26
One small error in the video: In part 2 of the tutorial, I say that this shader is for dynamic entities only, then I turn around and say it will work with static entities. To clarify, this shader is for DYNAMIC entities only.

Quote: " how long have you been working with models and such?"


I've been doing 3D for about 7 years.

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"bond1 - You see this name, you think dirty."
PW Productions
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Posted: 15th May 2010 00:31
Awesome, thanks!

lotgd
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Posted: 15th May 2010 00:47
wonderful! compliments

rolfy
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Posted: 15th May 2010 00:59 Edited at: 15th May 2010 01:03
Very nice stuff, I notice in your shader you have widget for rows and columns set at 16 max, is this the absolute max for frames?
I hae often found that using this form of animation is easier to lay out in single row, eg, 64x1 just wondering if you may have tried that layout? Of course may still need power of 2 dimensions.
bond1
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Posted: 15th May 2010 01:13 Edited at: 15th May 2010 01:16
Quote: " I notice in your shader you have widget for rows and columns set at 16 max, is this the absolute max for frames?"


Nope. There is no limit. You can directly type in the dimensions in the dialog box to whatever you want instead of using the sliders. You're only limited by texture size. For example a 4096x4096 sprite texture would yield nearly 70 seconds of animation at a cell size of 128 pixels and a framerate of 15fps, which is perfectly adequate for a smooth sprite animation on a screen. So feel free to go nuts.



Quote: "I hae often found that using this form of animation is easier to lay out in single row, eg, 64x1 just wondering if you may have tried that layout? "


Yes this layout is perfectly valid. Just set the appropriate values in the rows and columns fields in the shader. I used a single row layout for some of the Metro Theater lighting effects in fact.

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"bond1 - You see this name, you think dirty."
DarkJames
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Posted: 15th May 2010 01:29
I LOVE YOU BOND1!!!!!


Nice one!

rolfy
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Posted: 15th May 2010 01:36
Thanks for the info, got a ton of ideas for using this

Quote: "So feel free to go nuts."

Of course
henry ham
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Posted: 15th May 2010 01:36
nice job on this mate ,i can see loads of new uses for this

cheers henry

defiler
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Posted: 15th May 2010 01:36
Thank you so much, i should get my dad to buy me DarkShader

This will be usefull for parts in my game. Kudo's

Limitless Box studios current project: Lost Contact
Errant AI
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Posted: 15th May 2010 01:40
Brilliant work here, Bond1
xplosys
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Posted: 15th May 2010 01:51
That's crazy! You've taken it to a "whole 'nuther level". Thanks for the content and lesson. Great info.

Brian.

s4real
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Posted: 15th May 2010 01:54
This is just awesome many thanks for this bond.

Best s4real



Pack ya games with vishnu fpsc packer its free.
bond1
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Posted: 15th May 2010 01:55 Edited at: 15th May 2010 02:00
Thanks guys!

Some other ideas off the top of my head for this shader:

-use to display a screensaver animation on a computer monitor or laptop model
-display a looping animation of some stock news footage, place the model in a trigger zone to also play a looping audio clip. A great way to advance your games story and set the mood!


Have fun, can't wait to see what ideas people come up with for this shader!

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"bond1 - You see this name, you think dirty."
DarkJames
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Posted: 15th May 2010 02:24
Are these TV models for Commercial use too?

bond1
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Posted: 15th May 2010 02:34 Edited at: 15th May 2010 02:37
Yeah use them however you'd like.

Of course, you can't use the "Saw" movie clip commercially, obviously.

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"bond1 - You see this name, you think dirty."
DarkFrost
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Posted: 15th May 2010 02:34
Cool, can't wait to test this thing out.

Btw, great tutorial videos as well!

[img][/img]
Joseph K
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Posted: 15th May 2010 03:30
Thankyou
teamhalo
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Posted: 15th May 2010 03:42
I love this. You're textures are so good, this is genius.
This is great bond thank you so much for this!

Come Listen to my free music!
NEW EMAIL: tony.gaglio@yahoo.com
Wraith Staff
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Posted: 15th May 2010 08:09
Oh, this tutorial is sweet... thanks bond1

rolfy
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Posted: 15th May 2010 08:55
A couple of questions:
Is it possible to introduce a play/stop/play timer for the sprite anims in this shader?

Would also be real nice to use alpha channel, how difficult to do?
I reckon with a bit of farfing around I could get it together, but would appreciate any advice, would be great for explosions,caustic effects etc.
Leaning Objects To The Side
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Posted: 15th May 2010 09:02
OMG...Bond1, this is Freaking Fantastic!! WOW..as always, thanks for the download. keep up the good work. Your #1 fan! i hope you have a great day.

-Tanya
Scope
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Posted: 15th May 2010 09:22
Thanks Bond1.This is awesome.
Scope.
mindragon
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Posted: 15th May 2010 09:41
Thank you very much, this is excellent!
One (perhaps stupid) question: if I would like to have somewhat less self illumination, is there a part/value in the shader code I could change?
Or do I change the brightness of the texture itself?
Zay
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Posted: 15th May 2010 11:09 Edited at: 15th May 2010 11:19
HOLY MOTHER OF ...!
This is exactly what I needed for a loooong time!
I don't even know how to thank you for this
I have just one question.
Because I don't have Dark Shader,Can I still edit the screen sprites to my liking with Photoshop?
McCrazy
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Posted: 15th May 2010 11:31
Wow thank you! You really helped me with this. I need to try this out today

Mr Game
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Posted: 15th May 2010 12:35
Thanx
It is possible to turn on/shut down tv?

Insomnia is coming...
SekoIdiootti
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Posted: 15th May 2010 13:15
BOND!!! These tv's and the shader will... be... SO USEFUL!
Also, like I promised earlier, I love you even more now.

bond1
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Posted: 15th May 2010 14:06 Edited at: 15th May 2010 14:06
Quote: "Is it possible to introduce a play/stop/play timer for the sprite anims in this shader?"

Quote: "It is possible to turn on/shut down tv?"


Not until 1.17 is released. In the next update, it will be possible to pass custom variables to the shader system via scripting, which means they can be used to alter ANY type of shader statistic on the fly! Very cool, but you'll need to wait for 1.17. It will strictly be an advanced feature, and you'll need to have a good understanding of HLSL to make the most of it.

Quote: "Would also be real nice to use alpha channel, how difficult to do?"


I didn't support transparency in this version to keep it dead simple for users, so they wouldn't have to fiddle around with alpha channels and transparency sorting. Fortunately it's easy to implement. Add this line right above the line "return result;"

result.w = diffuse.w * 1;

This will now use the diffuse texture's alpha channel for transparency.

Quote: "Because I don't have Dark Shader,Can I still edit the screen sprites to my liking with Photoshop?"


Yes, you just won't be able to create your own version of the shader. But you can still edit the included sprites.

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"bond1 - You see this name, you think dirty."
Marc Steene
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Posted: 15th May 2010 14:17
A lot of people (including myself) have been wanting this feature for a long time. Great work bond. It just goes to show how powerful the shader language is.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Kravenwolf
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Posted: 15th May 2010 14:39
Fantastic work, bond1. Can't wait to start playing around with this. I already have a few things in mind

Quote: "Some other ideas off the top of my head for this shader:"


-Silent Hill 'real-time' transition effects

-Shadows running across a wall, floor, or ceiling (Fear 2?).

-Scrolling tutorials projected on walls (Catalyst)

-Flickering X-ray screens

-Sci-fi; interactive control pads and monitors

-Interactive books and notes (frames represent alternative pages)

Kravenwolf

bond1
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Posted: 15th May 2010 14:53
Great ideas Kravenwolf, can't wait to see some of this in action.

These type of effects really immerse you into a games world. And this is an extremely "cheap" shader, almost the point where the effect is basically "free". So you can use this all over the place with zero performance penalty.


One more idea: How cool would it be to have room full of arcade games? A fully realised, 1980's era arcade! Complete with flashing lights and animated monitors.

----------------------------------------
"bond1 - You see this name, you think dirty."
merlin for real
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Posted: 15th May 2010 15:37
Far out man, just far friggin' out! thanx bunches. xoxoxo
Conjured Entertainment
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Posted: 15th May 2010 16:16 Edited at: 15th May 2010 19:13
How did I miss this yesterday?
Oh yeah, I was playing around with your Metro Theatre Pack, and your Rickroll character, and your Bikini Girl. (Vanilla Rain )
Now I know how I'll be spending all of my time today...playing with T.V.s. after I buy GDS Bonanza to get Dark Shaders.

Quote: "Nope. There is no limit. You can directly type in the dimensions in the dialog box to whatever you want instead of using the sliders. You're only limited by texture size. For example a 4096x4096 sprite texture would yield nearly 70 seconds of animation at a cell size of 128 pixels and a framerate of 15fps, which is perfectly adequate for a smooth sprite animation on a screen. So feel free to go nuts."

Go nuts?
I'm there dude.

Quote: "I'm giving away an entirely new, FREE animated texture shader along with two television models all set up and ready to use with FPSC."

You're already there too, because you have to be nuts to give this away for free.

Quote: "That's crazy! You've taken it to a "whole 'nuther level"."

Yes, this is just one more great piece of eye candy from Bond for the FPSC levels.
Keep doing what you are doing Bond, because you are the best.

Quote: "Yeah use them however you'd like. "

Stupendous

Quote: "Thanx
It is possible to turn on/shut down tv?"

Quote: "Not until 1.17 is released."


Would this work with an alt texture?
I mean, if I had texture1_I and texture2_I sprites, then would it call the right one when alternating between textures?
If so, then that could be a work around for an on/off.

Quote: "In the next update, it will be possible to pass custom variables to the shader system via scripting, which means they can be used to alter ANY type of shader statistic on the fly!"

Buttered Biscuits Batman!!!
That is really nuts, and I am having a mental melt down thinking of all the possibilites with that feature.

Quote: "Great ideas Kravenwolf...One more idea: How cool would it be to have room full of arcade games? A fully realised, 1980's era arcade! Complete with flashing lights and animated monitors.
"

Yeah, great ideas indeed, and the arcade units would be as cool as this shader.
Thanks

You need a crown Bond, because you are the King of coolness.

Edit
This is amazing.
It is so easy to just edit the sprite.
I am looking forward to getting Dark Shader so I can make a longer animation with this shader template.
This is really going to be a lot of fun.
Thanks again Bond

PS
You can disregard my earlier question about the Alt Textures, because I played around with it and it did not work as I had thought.
It's still awesome though, and I am going to try to figure out another work around for the on/off.

   Conjured Entertainment

 WARNING: Intense Madness

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starmind 001
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Posted: 15th May 2010 19:23
Thanks Bond1! This great! I needed something like this as I am sure many did. Thanks again!

DonWON
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Posted: 15th May 2010 21:34
Too much for words but heres another thanks for funzies...THANKS!


Shadowtroid
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Posted: 15th May 2010 21:42
I'm going to like this.

Thanks a million Bond1, this opens up so much.

tschwarz
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Posted: 15th May 2010 22:09
Very cool, excellent work and a big thank you for sharing.

Shall we play a game?” - Joshua
Conjured Entertainment
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Posted: 16th May 2010 08:14 Edited at: 16th May 2010 08:27
Quote: "It is possible to turn on/shut down tv?"

Yes, nearly everything is possible with FPSC.

Quote: "Not until 1.17 is released."

I don't wanna wait!


You just need two screens, one for on and the other for (you guessed it) off.
I made this work around using a separate model for the screen cover, but it is too hard to place it exactly right with the TV.
So, tomorrow (after homework) I'll animate the TV to contain the screen cover, and that way it will be in the right position.
All you need is a separate screen on the texture so the cover's blank is transparent on the sprite.
Two animations, which isn't a lot of frames and it has to be dynamic anyway so why not animate it a little.
Idle sits the cover in front of the screen playing so you can't see it and it looks as if it is off.
The other animation pulls the cover inside exposing the animated screen for the on position.
I guess you could do it the other way and push the animated screen out for the on.
That might work better for an illuminated effect since the edges gain and that is noticable when going from on to off.
It would look more realistic doing it that way probably, so I'll try it when I modify the TV with the extra screen.


   Conjured Entertainment

 WARNING: Intense Madness

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veer
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Posted: 16th May 2010 09:30
you rock men....
rolfy
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Posted: 16th May 2010 13:54 Edited at: 16th May 2010 13:55
Thanks for the info
I have been looking at your shader and its very cool the way you have merged the diffuse and the sprite atlas walk textures, anims are very smooth with this one, in the past I tried to convert an atlas walk shader from shaderfx and it was really bad with artifacts and some kind of face lapse thatI dont quite know how to fix, if you were to release a simpler atlas walk shader which only used the spritemap with alpha capability it would make decals with only 4x4 a thing of the past.
Very nice work.
bond1
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Posted: 16th May 2010 15:04 Edited at: 16th May 2010 18:54
Conjured, awesome! I've been so caught up with doing everything in the shader that it didn't occur to me to animate the model itself to show/hide the screen. Great work!

Thanks rolfy, yes it took me about a week to find the solution to get the atlas walking to work without artifacts. The code for the UV manipulation is based on Ben Cloward's atlas walking shader for ShaderFX. But the way max handles time is a bit different than DBPro. So that's where the "looptime" solution came into play.

Quote: " its very cool the way you have merged the diffuse and the sprite atlas walk textures"


Thanks, it works like a "multiply" + "screen" blending mode in photoshop with a bit of added contrast. It allows the screen to partially show on the sprite. So it looks like the animation is coming from beneath the screen, rather than plastered on top of it.

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"bond1 - You see this name, you think dirty."
The Afrokid
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Posted: 16th May 2010 15:44
thanks for the inspiration and .fx Bond1

you have inspired me to take up Shading for all of my models haha

my first try at it


Thanks again
bond1
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Posted: 16th May 2010 15:52 Edited at: 16th May 2010 15:53
Chasing lights, one of my favorite effects - great job Afrokid!

Could you also post a short video clip? I love seeing the effect in action.

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"bond1 - You see this name, you think dirty."
The Afrokid
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Posted: 16th May 2010 16:24 Edited at: 16th May 2010 17:28
sure, i'll record one now

[Edit]

upped, http://www.youtube.com/watch?v=TMhNeuXUSJo

[edit2] also why when i make my own one for the tv, the tv stays black and doesnt show my animation?
pic of what i mean is attached

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The Afrokid
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Posted: 16th May 2010 17:30
and the animation i put together

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Cyborg ART
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Posted: 16th May 2010 17:42
Awesome work! I wish I had time to learn writing shaders
Do you use any kind of software for it? Or do you write them completely on your own?

The Afrokid
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Posted: 16th May 2010 17:43
i use DarkShader, and by the looks of it Bond1 uses it too, well he does in the video anyway
Cyborg ART
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Posted: 16th May 2010 18:02
But as far as I know DarkShader wont actually create the shaders, they either compiles shadertemplates (as the one Bond1 has given us) or compiles written shaders for preview etc.

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