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FPSC Classic Product Chat / [LOCKED] CoZ's Relief+Bump+Specular Shader. Download here!

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creator of zombies
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Posted: 21st Feb 2009 12:21 Edited at: 21st Feb 2009 12:21
@TGPEG: It Does at the moment, but I'm currently in the process of fixing the problem.

next on the chopping block is Normal Mapping for segments and entities. That could be with you by tonight depending on how quickly I get home.

Whatch this space

CoZ



Nomad Soul
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Posted: 21st Feb 2009 15:28 Edited at: 21st Feb 2009 15:35
Hi Coz

I'd really appreciate a normal mapping shader for segments as I've got a bunch of segments ready to go for that just need a working shader.

I tried using the parallax segment shader last night but couldn't get it working even though I followed the tutorial. Is it definately only the D2 texture path you should use and not D? I thought D2 tells the engine only to use the diffuse texture. Also people are referring to amending the .fpe but should be .fps.

There's a bit more work involved getting textures setup for parallax which looks amazing but I'm really just looking to get good normal mapping working on segments so your next shader will be the most important for me.

Thanks

Edit - Please also confirm if this will use the same tutorial as the parallax segment shader or if there are any differences in how to setup the .fps. Cheers
creator of zombies
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Posted: 21st Feb 2009 17:13 Edited at: 21st Feb 2009 17:14
@ Normad soul: I shall explain all once I arrive home later. Right now I am in the process of traveling home.

Oh and just so you dont all think DS is dead..(From the DS thread)
Quote: "Hey all!,
Just so you all know, the reason for the lack of updates on DS at the moment is due to the fact that the horror compertition and shader development is taking up nearly all of my game dev time. Im planning on continuing development for DS in a few days, but until tthe start of next week, all of my attention is going on releasing some segment shaders for you all. Im sure you all would rather me release some long awaited shaders for FPSC segments rather than...say not working on shaders at all.
"

Stay Tuned

CoZ



Asteric
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Posted: 21st Feb 2009 17:32
Yeah, a tut for applying it would be great if its not too much trouble

Crusader2
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Posted: 21st Feb 2009 23:54
@CoZ I fixed the problem! I love the way the shader makes EAI's guns look. The only thing being that, when using Ply's Mod or Airmod, the P90's Ironsights are messed up. I think it's not a fixable problem. A screenshot is attatched.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Pride
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Posted: 22nd Feb 2009 02:20 Edited at: 22nd Feb 2009 02:24
I just love posting screenshots of this stuff. If you don't mind, of course, COZ.

Both weapon and zombie have the weapon shader.

Kenster
User Banned
Posted: 22nd Feb 2009 06:12
This is absolutely amazing! Great job! and thanks for the downloads.
creator of zombies
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Posted: 22nd Feb 2009 09:10
@Pride: Thats Pretty awesome. Now all you need is to apply the para;ax shader to those segments!

@Crusader2: Hmmm, I havent encountered this problem myself. It could be down to the way FPSC Handles the transparency on the iorn sights. I shall test this theory out, then get back to you.

Stay tuned

CoZ



Chaosa
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Posted: 22nd Feb 2009 11:11
Holy...fpsc is turnin into some pro ps3 or xbox 360 graphics. Awesome job.

-Chaosa

SikaSina Games
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Location: Reading, UK
Posted: 22nd Feb 2009 11:58 Edited at: 22nd Feb 2009 11:59
Better than 360 and PS3 graphics lol . There's only 2 games I know for PS3 and 360 which use parallax mapping, and that's BioShock (eg. Fontaine's Fisheries, the corrugated iron walls) and Oblivion (it was terrible, but reasonable ). I'll see if I can get the shaders to work on segments ASAP.

Oh, and welcome to the forums Chaosa!

-FCV

Dark Jaguar Flame
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Posted: 22nd Feb 2009 12:11 Edited at: 22nd Feb 2009 12:13
Quote: "There's only 2 games I know for PS3 and 360 which use parallax mapping"


Timeshift?


Btw Nice work CoZ

SikaSina Games
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Posted: 22nd Feb 2009 12:21
Oh, never knew TS used parallax lol .

-FCV


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creator of zombies
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Posted: 22nd Feb 2009 15:04
Quote: "Oh, never knew TS used parallax"

Yep, Pretty much everything is paralax mapped in Timeshift..Which reminds me, I have just finished my paralax weapon shader

Stay tuned for some releases later on today

I shall Be releasing (later today):
*Relief map shader for dynamic entities
*Normal Mapping for segments
*Paralax Map for weapons (Currently testing)

CoZ



Roger Wilco
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Posted: 22nd Feb 2009 15:14
How are you going to get relief mapping working without modifying the source to add additional cameras? If it's the sort of relief mapping I'm thinking of, it requires additional cams for the effect to work properly.

creator of zombies
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Posted: 22nd Feb 2009 15:39 Edited at: 22nd Feb 2009 15:40
@Roger Wilco and everyone: Like this actually:
Relief Mapping For Dynamic Entities Shader
Does NOT Require Dynamic Lights


Download Attached

Enjoy..I hope that answers you question Roger Wilco

Stay tuned for more

CoZ



Juzi
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Posted: 22nd Feb 2009 15:40
God damn you are too generous! That looks very sweet. Thank you very much!

Juzi
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Posted: 22nd Feb 2009 16:16
Just applied these shaders on my horror entry level. They look very nice IMO

Juzi
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Posted: 22nd Feb 2009 16:16
Second

creator of zombies
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Posted: 22nd Feb 2009 16:28
Very Nice Juzi

CoZ



SikaSina Games
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Location: Reading, UK
Posted: 22nd Feb 2009 16:46 Edited at: 22nd Feb 2009 16:47
LOL chugshot got buggered up when testing the weapon shader. See the attached picture to see what I mean . I should've known that it used multiple textures .

-FCV


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Avenging Eagle
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Posted: 22nd Feb 2009 16:47
This might be of interest to some of you:


Great job on these shaders, COZ!

AE

SikaSina Games
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Posted: 22nd Feb 2009 16:49
The fixed bumpbone looks ace! I'll post some up hopefully too .

-FCV


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creator of zombies
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Posted: 22nd Feb 2009 17:02
@AE: Nice! I love my Fixed Bumpbone Shader If I can say so myself. I was very proud of that one

CoZ



Dark Jaguar Flame
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Posted: 22nd Feb 2009 17:17 Edited at: 22nd Feb 2009 17:22
When i use the dynamic item shaderit looks like it stands in the rain. Is there a way to make it shine like metal. But without fake water?

creator of zombies
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Posted: 22nd Feb 2009 17:26 Edited at: 22nd Feb 2009 17:28
Some More progress with shaders...I think Its starting to Rival X10 Ever so slightly now (If I can say so myself)



@Dark Jaguar Flame: Ill sort that For you now. Ill make another shader for you. Also, Did you make The Normal Map Textures for those barrels. Very Nice

CoZ



Dark Jaguar Flame
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Posted: 22nd Feb 2009 17:34 Edited at: 22nd Feb 2009 17:36
Quote: "@Dark Jaguar Flame: Ill sort that For you now. Ill make another shader for you. Also, Did you make The Normal Map Textures for those barrels. Very Nice
"


Thank you And Yes i made that thank you

creator of zombies
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Posted: 22nd Feb 2009 17:45
No Problem Mate. Im Really Enjoying making X9 Rival X10



Juzi
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Posted: 22nd Feb 2009 19:18 Edited at: 22nd Feb 2009 19:28
Nevermind

Juzi
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Posted: 22nd Feb 2009 19:18 Edited at: 22nd Feb 2009 19:28
NVM

SikaSina Games
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Posted: 22nd Feb 2009 19:20
...Wrong thread? Or are you using the Mod Dark Goblin made?

-FCV


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creator of zombies
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Posted: 22nd Feb 2009 19:21 Edited at: 22nd Feb 2009 19:21
@First Company Veteran: No He's Right. I wont Be releasing these 2 shaders though due to a few bugs Everything you see in all of these shots are done using my shaders only



SikaSina Games
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Posted: 22nd Feb 2009 19:23 Edited at: 22nd Feb 2009 19:24
Ah...But don't those shaders have to be built into FPSC itself? I don't see how an object can emit bloom on only itself...I'm probably thinking wrong here lol...

-FCV


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creator of zombies
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Posted: 22nd Feb 2009 19:28
@First Company Veteran: Your right. It doesnt Give you proper Bloom and DOF..just a crafty cheat with shaders. It doesnt work to well Because It blurs the whole screen, and Its very buggy...so they wont be used or for release.I just thought id show you.

CoZ



SikaSina Games
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Posted: 22nd Feb 2009 19:30
Ah cool. It would require a re-write of the source to get proper DOF or Bloom .

-FCV


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creator of zombies
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Posted: 22nd Feb 2009 19:33
First Company Veteran: Yeah, I'm aware of that. I think Im starting to push the limits of what I can do now, but I still have plenty of shaders to give you all

CoZ



SikaSina Games
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Posted: 22nd Feb 2009 19:44
And they are already revolutionary and pushing Direct X9 to the limits . I need to learn how to get custom shaders into FPS Creator lol...

-FCV


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creator of zombies
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Posted: 22nd Feb 2009 20:41
Quote: "And they are already revolutionary"

Wow!, Ill Take that as a complement
Im currently working on a reflective mable floor shaderm which is going very well. It should be with you tonight If the coding goes well

Stay tuned

CoZ



Cheese Cake
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Posted: 22nd Feb 2009 20:43
Very nice man thanks!
Looking great will download now.

Avenging Eagle
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Posted: 22nd Feb 2009 21:29
How's about a water shader, COZ? Or failing that, some kind of reflection shader? I'd LOVE to see those in FPSC!

AE

wizard of id
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Posted: 22nd Feb 2009 21:48
Just a note COZ.

The new relief shader I don't now if it's a bug but it tends to darken entities a little.

The scene can be fully bright but the entities still dark and don't reflect the scenes brightness.

Maybe something you could look at?

By the way I have a water shader that somewhat works it needs to be altered...let me know!

Pointless Assault video
http://w13.easy-share.com/1408971.html
creator of zombies
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Posted: 22nd Feb 2009 21:49
@Avenging Eagle: You have raised a rather interesting point actually. Im currently working on a shader of that sorts now. As for reflection, I have now run into the problem that FPSC Ideally needs multiple camera's to allow for reflection mapping. The reason for this is because at present, FPSC only has one camera for shaders to to speak, so It's unable to track the movement of the reflection image. As for water, Its coming on well, I just need to stop the water imaging the normal map which shouldnt be to hard to fix.

Stay tuned

CoZ



creator of zombies
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Posted: 22nd Feb 2009 21:51
@wizard of id: Thats Not a Bug, It's Just the way I have set the overall ambience of the shader and the fixed light sources within the shader. It can be fixed. Also, Hit me up with that water shader, Ill see what I can do. Im on MSN Now if you want to add me and talk

CoZ



Nomad Soul
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Posted: 22nd Feb 2009 22:43
I'm an X10 user and don't say this gladly after having purchased a whole new PC and X10 but when combining Dark Goblins dynamic shadows mod and these shaders I think we'll have something that is arguable better than X10 if only from a graphics perspective.

Of course you need to bear in mind that if the X10 source code ever becomes available that could surpass X9 by a long way. Being an X9 and X10 user I don't really care which version is the best at any given point in time as I'll just use that. The important thing is they both continue to improve which will be far easier for Lee and the modders after the migration.

Coz any chance of getting the normal mapping for segments shader today. Man do I need that one!
creator of zombies
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Posted: 22nd Feb 2009 22:45
Right then Guys, Im going to take a few days off of shader development now and get on with some other things such as DS and work. I know you all really want normal mapping for segments, But im just going to take a few days off before I release it. Im sure you all have enough of my shader goodness to be getting on with for at least a few days

Stay Tuned

CoZ



Slim Fly
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Posted: 23rd Feb 2009 00:27 Edited at: 23rd Feb 2009 04:44
I finally got the Shaders in their right places, but when I try to test a level, the progress bar stops at "loading active guns" and I get this error:



This is what I had for the gunspec for the weapon which I had in the level (sporting 12):



NOTE: I reinstalled my FPSC and Model Pack 6 (because I used a model pack 6 weapon in the level). Also, I retried with a model pack 6 pistol and I got no errors.

What am I doing wrong?
Robert F
User Banned
Posted: 23rd Feb 2009 00:47
Im sorry, but the last shader looks like you dipped everything in water. Its waaaaaaaaaaaaaaaayyyyyyyyyyy to shiny. Tone it down.


Crusader2
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Posted: 23rd Feb 2009 01:31
@CoZ Another transparency problem; when using EAI's G36C and the weapon shader, the part you look down for Ironsights (Not good with gun anatomy)is messed up. It has to do with the way the gun is moddeled and he texture is applied; I'll post a screenshot later.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
AaronG
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Posted: 23rd Feb 2009 03:33
I'm guessing for your newest shader I have to make a Relief Map...if so, how can it be done?


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xgcell
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Posted: 23rd Feb 2009 05:23
i can only get the original and fixed relief shaders working, all the character, segment, and weapon shaders i cant get to work. they dont even work in ur demo CoZ when i play it. How can i fix this?

Friends are like potatoes, if you eat them they die.
Robert F
User Banned
Posted: 23rd Feb 2009 05:25
Quote: "i can only get the original and fixed relief shaders working, all the character, segment, and weapon shaders i cant get to work. they dont even work in ur demo CoZ when i play it. How can i fix this?"


You might have to get a better Graphics Card. It might not support the shaders.


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