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FPSC Classic Work In Progress / [LOCKED] Demon Sun: Pre Release V1 Thread

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Robert F
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Posted: 24th Dec 2008 00:22
I don't think its to dark, but he is right about the monster.

ASTECH
18
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Posted: 24th Dec 2008 01:36
Hey Josh, I know I'm being a bit of a bugger... but I'm really
craving for those models. I mean... I see you have them, and if
you get them back to me like through mediafire or something,
I can start working on the corpse eater texture and possibly hand
the modified versions over to you.

If you can at least reply or email and acknowledge this message,
I'd appreciate that. Cheese cake doesn't have them anymore and
the only person who does now, is you.

Thanks in advance man.

Astek

-Indestructible-

Inspire
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Location: Rochester, NY
Posted: 24th Dec 2008 09:46
Thar might be because of my monitor (I'm on an iMac, so it's an LCD).

LCD users seem to always have problems viewing FPSC screenshots.
creator of zombies
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Posted: 24th Dec 2008 09:50
Thanks for the C&C guys! And yeah, I do agree about the lighting on the monster. I think this is due to the bumpbone.fx shader, together with the white texture of the monster. I think a retexture should sort the problem out, or I shall have to alter some of the bumpbone shader. I shall get to work on it as soon as I can

@Astek: Models Sent

Stay tuned

CoZ



rolfy
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Posted: 24th Dec 2008 10:26
I always enjoy checking out what your up to, always seem to be doing something new and interesting with fpsc.
creator of zombies
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Posted: 25th Dec 2008 10:36
@Rolfy: Thanks Dude!

Merry Christmas to all you DS Fans!!. Game dev shall continue after boxing day most probably!


Stay tuned

Have a good one all

CoZ



creator of zombies
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Posted: 25th Dec 2008 23:14
Hey Guys!
In the spirit of Christmas cheer!, CoZ now rocks out a new window distortion/refraction shader. And before all you folks say "I can't see anything" or "It's not there", it's a bad angled screenshot, and you really need to see it in gameplay to see it properly!,But anyway, without further interruption, attached is the screenshot:

Feebback Welcome

CoZ



Inspire
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Posted: 26th Dec 2008 02:09
I vote for a video.
nackidno
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Posted: 26th Dec 2008 17:12
Ditto!

"Ja, för det är jävligt manligt att ligga fosterställning i duschen och raka röven! Testa det! "
tjaabee
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Posted: 26th Dec 2008 17:32
Ditto. (Again)

Best.

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puppyofkosh
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Posted: 26th Dec 2008 18:22
Ditto!
creator of zombies
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Posted: 26th Dec 2008 19:32
Hey Guys!,
I shall post a video of the shader in action tomorrow, but now Ladies and gentlemen, CoZ (also) rocks out Normal mapping that can be used on segments and entities with static or dynamic lights!!. I also have Paralax working aswel!! Attached is a shot showing the normal mapping:


Feedback welcome

CoZ



Haven Studios
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Posted: 26th Dec 2008 20:04
creator of zombies, please I MUST HAVE THAT RELIEF MAPPING SHADER I really think that you should sell that! I would love that shader! Does it have self shadowing?

Haven Studios

Add me on Xbox Live PPL :3
CoffeeGrunt
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Posted: 26th Dec 2008 20:07 Edited at: 26th Dec 2008 21:33
tjaabee
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Posted: 26th Dec 2008 21:06
How the [Mod Edit(not)] did you do that?! An awesome improvement, I must say...
ME WANT LOADS

Best.

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CoffeeGrunt
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Posted: 26th Dec 2008 21:34
The normal mapping is excellent, BTW? Is it a custom shader?

creator of zombies
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Posted: 26th Dec 2008 21:41
Quote: "Is it a custom shader?"

Is it indeed! And before anyone asks, I am not releasing any of the DS teams shaders to the community. These are strictly for my use only (sorry guys!)

Quote: "Does it have self shadowing?"

It will do, I am currently working on that at the moment

@CoffeeGrunt: How did you get your shaders to work on custom made segments because at present, they only seem to work on the sci-fi segments

I shall have screens of the paralax shader up tomorrow!

CoZ










CoffeeGrunt
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Posted: 26th Dec 2008 21:46
Quote: "How did you get your shaders to work on custom made segments because at present, they only seem to work on the sci-fi segments"


I found that the refraction shader bends the texture around the illumination map, so I took the window texture, and greyscaled it and saved it as _N. It's the stock sci-fi Large Window...

It doesn't work on model pack 3 though, because that has the window and the window frame texture on the same file, so it causes problems when it scrolls it across...

The window has to be dynamic for it to work for me though...

tjaabee
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Posted: 27th Dec 2008 11:00
That's sad for us... Anyway, waiting for screens of the paralax.

Best.

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creator of zombies
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Posted: 27th Dec 2008 22:03
Thanks for the comments Guys!

(@CoffeeGrunt: Your Tip didn't work, would you mind being slightly more precise

Anyway, attached is a shot of the New Bump & Specular shader in action on both the segments and the entities!


Enjoy Guys!

CoZ



CoffeeGrunt
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Posted: 27th Dec 2008 22:10
Very nice screen...

What do you mean that it doesn't work? You just take the stock scifi large window's texture, greyscale it, then export as an Illumination map by replacing _D2 with _I...

Then you apply the shader to the stock sci-fi window, (I've only tried it with that and MP3 windows, it only looks good if the window's texture is purely transparent, I'd recommend removing the biohazard symbol from the scifi window too...

Test the game with shaders enabled, and there you are...

I'd like to know how you got the Bump + Specular shader working. Is it the one from the Shader Pack?

creator of zombies
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Posted: 27th Dec 2008 22:17 Edited at: 27th Dec 2008 22:18
Thanks for the new advice CG, I shall experiment tomorrow. As for the bump + Specular, it is a tweaked version from the shader pack (catch me tomorrow and I shall explain it to you..Do you have Msn?)
I do have a question for anyone who would like to answer. As you can see, the shaders are working on the sci-fi segments, but as soon as you apply the same logic to custom segments made in Magic FPS for example, the shaders don't appear. Am I right to assume that you have to create _D2, _N etc textures for all of your custom segements (the fact being that all the sci-fi segments have these extra files and the custom segments dont??) Am I right??

Stay tuned

CoZ



CoffeeGrunt
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Posted: 27th Dec 2008 22:23
Yeh, the standard texture should be _D2, the normal map shuld be _N, the Specular _S, and the other diffuse is _D, (I just use a slightly brightened and contrasted version of the _D2)...

Also, Illumination Maps are _I...

Added you on MSN BTW...

creator of zombies
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Posted: 28th Dec 2008 11:43
@CG: Cheers Mate

@Everyone: I shall be posting some new shots of the relief mapping (& Refraction [Credit goes to CG for Help] shader within the DS enviroments later on today (as well as some new shots of the construction chambers map!

Stay Tuned!

CoZ



creator of zombies
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Posted: 28th Dec 2008 16:07
Greetings All!

I have been hard at work so far today in the shader and level design department. Attached is a shot taken from part of the construction chambers where this chap runs at you screaming (Im currently making a bloodier texture for him), but this shall do for now.

The shader on the character is Relief mapping (Tweaked by the DS team of course)

Please leave feedback

CoZ



Mazz426
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Posted: 28th Dec 2008 17:19
it works spectacularly on the hands and chest.
just hoping to see a new demo soon

gamer for life
tjaabee
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Posted: 28th Dec 2008 17:19
Oh my... Beautiful. Simply beautiful. KEEP IT UP!

Best. ()

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CoffeeGrunt
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Posted: 28th Dec 2008 17:34
That "wet-look" shader I told you about...

It looks nothing short of awesome on that beastie lol...

Mazz426
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Posted: 28th Dec 2008 19:28
does this shader work on dynamic entities in the same way that the regular shader works on static entities

gamer for life
CoffeeGrunt
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Posted: 28th Dec 2008 19:54
What regular shader...

Mazz426
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Posted: 28th Dec 2008 20:15
sorry i ment regular shadows lol typo

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CoffeeGrunt
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Posted: 28th Dec 2008 20:21 Edited at: 28th Dec 2008 20:26
No, they wont shadow onto their surroundings...

-=EDIT=-

You might find this one useful. I played around with the values on the Gloss shader, and got this cool ghosting effect. As the player looks over the entity, it fades to transparent...

creator of zombies
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Posted: 29th Dec 2008 00:03 Edited at: 29th Dec 2008 00:04
Thanks for the comments all
Quote: "No, they wont shadow onto their surroundings..."

My Normal Map shader has self shadowing. All of the shaders you see here have been tweaked by my team
And that effect is pretty sweet, Im sure i could find a use for it somewhere. Contact me over MSN and Ill fix you up with one of my teams custom shaders


Stay tuned for another shot in 10mins or so

CoZ



creator of zombies
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Posted: 29th Dec 2008 00:31
Hey Guys!
Last shot for tonight taken from the construction Chambers. This is a WIP Shot


Please leave feedback

CoZ



Dark Goblin
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Posted: 29th Dec 2008 00:44
sry if it was answered already but on the first page you have said that you work with the "dll-mod" right?

So now my question:
How do you get parallax mapping work on a character or segment or anything else with a dll only? All of this has to be done in the source code and can`t be done by a dll only.

sry if i haven`t found the answer if it was asked before, but i read the whole thread.

... efxMod Developer!
CoffeeGrunt
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Posted: 29th Dec 2008 00:46 Edited at: 29th Dec 2008 00:47
It's a shader adapted from the Ultimate Shader Pack...

-=EDIT=-

On MSN now, CoZ...

Crav3
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Posted: 29th Dec 2008 01:50
Wow insane work. Are you running any mods with this game? And how many lvls have you made so far?
ASTECH
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Posted: 29th Dec 2008 02:27
I want to play the demo man. Demo! Demo!

Astek

-Indestructible-

CoffeeGrunt
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Posted: 29th Dec 2008 02:30
He has S4Mod, but he's using shaders for the graphics and such...

Dark Goblin
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Posted: 29th Dec 2008 13:06
but all of the shaders (parallax/relief) need a source modification and as far as i know he has said that he does not work with the source.
now you are saying he is using s4mod but i do not think that S4Mod has all this graphics inside right?
So now i wonder how all of this works... btw. it looks very good but i really want to know how you do it...

maybe he can contact me by e-mail?
want to talk to you

... efxMod Developer!
CoffeeGrunt
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Posted: 29th Dec 2008 13:18 Edited at: 29th Dec 2008 13:18
He edited the shader, I suppose so that it doesn't require source edit...

-=EDIT=-

I also have working Relief Mapping too...

Robert F
User Banned
Posted: 29th Dec 2008 18:36 Edited at: 29th Dec 2008 18:37
Jeez Astek..... have patience. lol

One thing though, how does a vent get turned...?

creator of zombies
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Posted: 29th Dec 2008 21:42
Thanks for all the support guys!

@Robert F: It's not a Vent. It's a metal panel with screws in each corner. Obviously it has become decayed and some of the screws have rusted

Stay tuned for more shots

CoZ



Robert F
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Posted: 29th Dec 2008 22:21
Quote: "Thanks for all the support guys!

@Robert F: It's not a Vent. It's a metal panel with screws in each corner. Obviously it has become decayed and some of the screws have rusted

Stay tuned for more shots"


Well what I am trying to say is.. is there nothing behind it?

creator of zombies
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Posted: 30th Dec 2008 18:36
There was a hole behind it, but it had been filled

Stay tuned for some more shots tonight guys!

CoZ



maras220
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Posted: 30th Dec 2008 19:21
yeah! I need more more screenshots ;D this game is realy great.

http://www.youtube.com/watch?v=-8UBh7IY828 private war trailer
creator of zombies
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Posted: 30th Dec 2008 20:38
Hey Guys!
I have been concentrating more tonight on getting some suitable characters into the DS universe (Level Shots shall follow tomorrow). Here is a shot showing one the new characters to DS


Please leave feedback!

CoZ



Butt monkey
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Posted: 30th Dec 2008 20:56
I used Erebus in a level I made, but by God he didn't look like that...
Robert F
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Posted: 30th Dec 2008 21:02
Woah! Where did you get that from?

creator of zombies
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Posted: 30th Dec 2008 21:18
Quote: "I used Erebus in a level I made"

Your obviously on about the wrong model mate This isn't the one

@Robert F: I got it from my good friend Cheese Cake

Stay tuned for more shots

CoZ



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