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FPSC Classic Models and Media / Segment Normal Mapping Shader Update

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bond1
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Posted: 1st Jun 2011 00:17 Edited at: 10th Jun 2011 15:31
By popular request, my segment normal mapping shader now supports dynamic lights and water/fog effects in FPSC v1.18. Download attached.

Video shows a red dynamic light flickering in the foreground, and a static white light in the backgroung. Have fun!

EDIT: The static entity normal mapping shader has now been updated as well to support dynamic lights, water/fog. Download now contains both shaders.



SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM

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Shadowdeath
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Posted: 1st Jun 2011 00:25
Thanks you so much....


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uzi idiot
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Posted: 1st Jun 2011 01:00
HOORAY! Now I can have normal mapped segments and dynamic lighting!
Great work.


Mental Stability is over-rated!
tokyomage
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Posted: 1st Jun 2011 01:05
Great work man!



-Tokyomage

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Vent
FPSC Master
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Posted: 1st Jun 2011 01:22
Awesome great work.



starmind 001
FPSC Reloaded Backer
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Posted: 1st Jun 2011 01:36
Great work! Thank you!

bruce3371
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Posted: 1st Jun 2011 02:07
The 'god' of the shaders does his thing again!! Thanks a lot man

Wolf
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Posted: 1st Jun 2011 02:54
Ah! Marvelous!! (I learn new words )

Just a quick question: I am allowed to use this in my commercial project?



-Wolf

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Cosmic Prophet
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Posted: 1st Jun 2011 04:48
Sweeet!!! Thanks Bond! Awesome work here bro. Gonna try this out right now!

2.5ghz QuadCore,4gb ram,1gb ATI graphics. Dual OS. WinXP, Win7.
Pirate Myke
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Posted: 1st Jun 2011 05:15
I thank you greatly. Am going to try these out now.
Thanks

Nothing but coffee in my veins 'Insomnia is Coming'
VaMpIr3
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Posted: 1st Jun 2011 07:16
Great work this will help out greatly in a horror project. You're the best bond!
michael x
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Posted: 1st Jun 2011 08:17
this is wonderful any chance you can get flashlight light to work on shaded characters.

more than what meets the eye

Welcome to SciFi Summer
Scope
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Posted: 1st Jun 2011 11:48
Thanks Bond1 excellent work.
Scope.
bond1
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Posted: 1st Jun 2011 16:09
Quote: "Just a quick question: I am allowed to use this in my commercial project?"


Yes, any shader I've made for FPSC can be used for commercial use.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
DragonEagle
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Posted: 2nd Jun 2011 00:42
Thank you bond1. Now to get through the docs and tutorials and figure out how to make my segments work with it.

There's nothing like mowing down a horde of goblins with a mini gun!
Red Eye
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Posted: 2nd Jun 2011 01:54
@bond1: Truly awesome work! One question: Can we use this outside FPSC?

bond1
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Posted: 2nd Jun 2011 03:17 Edited at: 2nd Jun 2011 03:19
Quote: "Can we use this outside FPSC?"


I don't think you can, this shader pulls some very specific information from the FPSC engine to work: such as lightmapping info, ambient level, dynamic light info, and fogging and clip plane values for water. Feel free to give it a try, but unless the engine you use is set up exactly like FPSC, it'll probably generate an error since the shader will be expecting some values that aren't being provided.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
VaMpIr3
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Posted: 2nd Jun 2011 03:46
Oh sorry to go off topic, How did you make a flickering light? :<
uzi idiot
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Posted: 2nd Jun 2011 10:29
@VaMpIr3 set the light to dynamic then set the script to Light2.fpi


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Wraith Staff
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Posted: 2nd Jun 2011 12:09
Hail to the king! Just one question, though: Are you going to do this for your static entity normal mapping shader too?

New sig in the process of being made
Nomad Soul
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Location: United Kingdom
Posted: 2nd Jun 2011 14:12
This is awesome and a really important update to one of the best FPSC shaders out there.

I hope that Lee can update the engine so that muzzle flash effects work with segments and entities using shaders.

You've been missing from the forum for a while. Any news on your current / future FPSC plans or model packs?

bekli23
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Posted: 2nd Jun 2011 16:05
Thanks!!!

bekli23
defiler
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Posted: 2nd Jun 2011 21:03
Thanks bond! Now if only you could do this to your entity shader *hint* *hint*

Current Project: Lost Contact: Chapter 1
bond1
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Posted: 3rd Jun 2011 02:58
I'll update the entity shader next week when I'm off work.

I haven't been around the forums in a while, to be honest it's fatiguing to constantly be a cheerleader for FPSC amidst all the negativity sometimes, and I needed a break. I'm still working on stuff behind the scenes, and there's still a lot of cool stuff to be wrung out of FPSC.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
Nomad Soul
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Posted: 3rd Jun 2011 14:40
Quote: "I'll update the entity shader next week when I'm off work."


Will the updated static entity normal map shader with dynamic light support be uploaded in this thread or a seperate one?

Once this has been released it will be a milestone for the FPSC engine to have generalised normal and specular map support with dynamic lighting.

Now if these shaders can be combined with LR Mod for its dynamic shadow system we will have 2004 engine specifications in FPSC which is mind blowing.

Akanto10
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Posted: 7th Jun 2011 22:30
I was wondering about dynamic light compatibility not too long ago...

Thanks,
Akanto

I believe I should put a smart comment here, but I wouldn't have time to think about it.
bond1
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Posted: 10th Jun 2011 15:32
The static entity normal mapping shader has now been updated as well to support dynamic lights and water/fog. Download it from the first post.

SPECS: Windows7 x64, Intel Core i7 920, Geforce GTX 580, 6GB RAM
uzi idiot
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Posted: 10th Jun 2011 17:36
Thanks!


Mental Stability is over-rated!
Help bugs!
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Posted: 16th Sep 2011 17:22
Probably a very nooby question (bare with me)

But how do I apply this to segments?
Ross tra damus
3D Media Maker
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Posted: 16th Sep 2011 18:07 Edited at: 16th Sep 2011 18:08
Thanks for the updated shaders Bond1



Help bugs!

Take a look at this link below for some answers
http://forum.thegamecreators.com/?m=forum_view&t=187966&b=24
erebusman
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Posted: 19th Sep 2011 05:54
As usual outstanding work from Bond1! *cheers*
Vandaarc
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Posted: 19th Sep 2011 09:21
Thanks for this, bond1! All hail the shader master!
Bestorio
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Posted: 4th Oct 2011 15:39 Edited at: 4th Oct 2011 16:20
Thank you!
this is awesome!
Btw is the Perspective Correct Shadow Shader included in a model pack? Can i get it separately?
(saw it on that new zombie pack )

EDIT: why does this look so strange with the (stock) scifi Armoury segment?

Worf
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Posted: 4th Oct 2011 16:02
Noob question:

Will this shader work in X10?

Regards

Worf
Bestorio
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Posted: 4th Oct 2011 16:22
@Worf

I think it should work.
i haven't really tested so...

Worf
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Posted: 4th Oct 2011 17:21
@Bestorio

Ok, will test it later. Thanks

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