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FPSC Classic Product Chat / Relief Mapping in FPSC

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fallen one
18
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 9th Feb 2008 23:39
Not sure if some of you have seen this, the Helix mods had a video showing some nice relief mapping in fpsc.
see it here. its at 4.20 in the video
http://www.youtube.com/watch?v=DaV5HhsqvYE

Evil Things Most Foulhttp://www.avantivitastudios.com/
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 10th Feb 2008 00:28
Yehh...

But that mod messes around with Darklights real bad...

it turns it off after a certain number of lights...

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 10th Feb 2008 00:54
Do a search for "Ultimate Shader Pack"...

I can tell you right now, Helix Mod is using shaders from that very pack (but very slightly and easily modified... I should know, because i did the same thing). This isn't anything new, and it certainly isn't anything special.

I guess Helix is trying to say "Hey, look at what we did NEW!" But, I have yet to see them actually FIX shaders with FPSC. If they did that, they may be on to something, but then again they wouldn't have any need to even post any more videos because people would then be able to just load in relief mapping shaders in through the FPSC Editor. And that would be for ANY shader, really, that's compatible with DBP. (That didn't require a DX10 card or something)

What would you rather have in FPSC? More functionality or more hard-coded shaders?


The one and only,
~PlystirE~

butyouman
18
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Posted: 10th Feb 2008 01:42
All you nee to do it make the lights dynamic then they show

Jfac rules
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 10th Feb 2008 06:31
Quote: "All you nee to do it make the lights dynamic then they show"


Thanks for your wonderful insight.

(Normal mapping and relief mapping are two separate things)

Nighthawk
18
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Joined: 12th Apr 2006
Location: Germany
Posted: 10th Feb 2008 11:23 Edited at: 10th Feb 2008 11:24
Quote: "I can tell you right now, Helix Mod is using shaders from that very pack (but very slightly and easily modified... I should know, because i did the same thing). This isn't anything new, and it certainly isn't anything special."


1. We don't use the Reliefmapping Shader of that pack
2. It's a modified Shader of DarkShader (the DarkShader Shader is based on the USP Shader by Fabio Policarpo)
3. You don't know anything about us / the efxMod internals

And i have to say: The USP Relief Shader is very, very bad


Quote: "it turns it off after a certain number of lights..."


eh... no?
If you're using dynamic lights... ok - that happens in the original FPSC, too

btw. efxMod 1.4 is actually released as Pre-Beta

There are a few problems with static objects + Darklights + Relief Shader - if you know, how fpsc works, you know why

@Plystire: now it seems you want to put down efxMod... first, you alleged we would want to put Lemur down - now you are putting our Mod down

isn't that contradictory?

wait for the Final 1.4/1.5 and then you can baa as much as you like

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, BenQ FP71E+
-- Helix Head Developer --
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 10th Feb 2008 11:34
@Nighthawk

No dynamic lights or shaders, it just turned all my decals greyscale and lighting disappeared.....

@Plystire
Does that pack work with FPSC?

Nighthawk
18
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Joined: 12th Apr 2006
Location: Germany
Posted: 10th Feb 2008 11:45
Quote: "@Plystire
Does that pack work with FPSC?"


I can answer to that question, too
Most of the Shaders don't work, because they have to be applied to an Object in multiple 'Texture Stages'
and the FPSC doesn't perform this action in the normal version - it does that just for the Standard-FPSC Shaders like Bumpbone or Bumpcubereflectalpha

Quote: "No dynamic lights or shaders, it just turned all my decals greyscale and lighting disappeared....."


thats weird... will check this soon

My System: Intel Xeon 3060 @ 2,4 GHz, Asus Commando, 2GB DDR2-800 RAM, Thermaltake Shark Black, Sapphire Radeon HD2900XT, BenQ FP71E+
-- Helix Head Developer --
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 10th Feb 2008 12:46
Quote: "@Plystire: now it seems you want to put down efxMod... first, you alleged we would want to put Lemur down - now you are putting our Mod down"

Have to agree with that one.

Anyway looking great man! Even though you are saying that its looking bad.
Than i am wondering how the end-result will be cause this still looks good.

Reality Forgotten
FPSC Reloaded TGC Backer
18
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 10th Feb 2008 12:55
Why doesn't the eFx team and the lemur team combine forces and work to better the community instead of battling each other?


Cheese Cake
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 10th Feb 2008 13:30
Quote: "Why doesn't the eFx team and the lemur team combine forces and work to better the community instead of battling each other?"

Would be great...but i think its their ego thats getting in the way.

fallen one
18
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Location: My imagination!
Posted: 10th Feb 2008 17:31
I hope there is a way to use both, that way we can use the shaders, efxMod could do with some nice screens on the web page, this is interesting stuff Id like to see promotion.

Evil Things Most Foulhttp://www.avantivitastudios.com/

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