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FPSC Classic Product Chat / [LOCKED] Project Blue UM edtion official thread

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Bibo4PC
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Posted: 15th Jul 2009 21:49
@Lewis: when the blur mode is in place it's possible, just simple edit for the COD health script..

Pus In Boots
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Posted: 15th Jul 2009 22:59
I've replaced my previous FPSC-Game.exe with the Project Blue mod. FPS Creator seems to run fine in the editor, but when I try to load a test game, it goes all messed up and the test game doesn't run. I haven't installed V1.15 yet, so that's probably it, but is there anything else I'm missing? Do I need to follow the whole process as listed in the manual, or do I literally just replace the FPSC-Game exe with the mod version?

Each and every day, 24 hours of my life drains away.
mAcpo
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Posted: 15th Jul 2009 23:13
you just replace it. the whole process in the manual is really instructions on how to create a second installation of FPSC so you can have both. project blue has been really stable for me with the latest 1.15 so an upgrade is most likely in order for you. I wish we could monitor the progress of all these individual mods.. project blue really kicks up the performance of my games but not being able to build them to test is driving me up the wall!
Plystire
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Posted: 16th Jul 2009 07:44
Quote: "Just a question: with sort of settings are there for screen shaders? I want to make it to when you get closer to death, your vision gets more blurry. Is this possible with project blue?"


You may specify in a setup file what full screen shaders FPSC should load up and "have ready". After that, the first full screen shader that you listed in the setup file will be the one used when the game is first run.

During the game, you may swap between full screen shaders through a script. This is how I made a security camera view that was black and white, while the game itself was in color.

You may also alter ANY tweakable shader variables through your script.
NOTE: This is advanced scripting. You MUST know what the "tweakable" variables in your shader are. The script command is essentially "setvariable=[Tweakable variable name] [New value to give the variable]"
With this, you can alter your Bloom levels, blur velocity of motion blur, hue levels, etc. Whatever you are allowed to tweak in the shader you can tweak through your script. That is the power I am providing the scripters, but I expect you to do your homework and understand how to use this power.

As with all of the previous additions I made to my Mod, I never intend to hard code ANY feature into FPSC if it can be avoided. (Dual-wielding was obviously an exception because of it's complexity) Through this new system, I have allowed you to make your OWN full screen shaders and use them as you wish in FPSC.

I urge people to realize that this is NOT one of the simple Plug 'N Play things that FPSC is all about. It requires a bit of setting up and technical knowledge to utilize. Things like making your Bloom's power increase and decrease smoothly are NOT going to be as simple as "IncreaseBloomPower=1", but there is power to do much more than that, so I hope the ability to do more outweighs the setback of ease of use.


With all of that said, the release of Project Blue will come with detailed instructions to help you get the system set up with minimal to no problems at all. It will also come with a quaint little library of full screen shaders for you to play around with. If I get around to it, I may even write a little document for each shader depicting what the tweakable variables in each one are and what they do.



(Final Note: Full Screen Shaders cannot be "merged" and are stand-alone effects. If you want to have motionblur AND bloom AND black&white, then you will need to make a single full screen shader that does all of these effects in one. I trust you'll understand when I tell you that making all of the effects occur in a single shader will keep your framerate as unhindered as possible. Rendering more than one full screen shader decreases performance exponentially. That is one of the reasons why "merged" full screen shaders will not be allowed.)



The one and only,


Inspire
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Posted: 16th Jul 2009 09:28
That sounds so much better than I expected. I think I love you, Ply.

When can we expect this? Rough estimate?

Bibo4PC
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Posted: 16th Jul 2009 19:23
amazing work =) gud luck

A r e n a s
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Posted: 16th Jul 2009 22:50
BTW, I think that i have managed to fix the building game problem that i had before.

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
Lewis
VBOTB Developer '10
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Posted: 17th Jul 2009 17:09 Edited at: 17th Jul 2009 18:42
Not sure if this is a problem with project blue or not.

If you have two entities that have alternate textures in the level, and you switch between the alt textures, it will only work for the entity that you just recently placed. The other entity will have a black texture.

EDIT- Hm, this is really weird. for some reason, it only bugs on ones that I make myself, not the stock ones. I'll attach a video in a moment showing you the problem I have.

Ply, I dont mind sending you my entities if you wish to have a look at it further either.
CoffeeGrunt
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Posted: 17th Jul 2009 18:05
@Ply

I have to congratulate you, even though I haven't got the beta with the shader loading system, it still rocks...

@Arenas

That's supposed to stop you from building games without buying a licence...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Pus In Boots
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Posted: 17th Jul 2009 21:32
Sorry if I'm starting to sound like a broken record, but I'm still having problems. This is what's happened so far:

-Replaced "FPSC-Game" exe with Project Blue 1.6 mod (FPSC was on V1.09 at this time)
-FPSC did not run test games, so I downloaded V1.15 and installed it.
-FPSC ran fine and in V1.15, but Project Blue did not seem to be active.
-Once again, I replaced the current "FPSC-Game.exe" with another copy of the Project Blue mod.
-Now it's back to where it started. I'm having the same problem as before, in which test games do not run and so I can't even tell if Project Blue is working.

Any suggestions?

Each and every day, 24 hours of my life drains away.
CoffeeGrunt
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Posted: 19th Jul 2009 22:44
Ply, I was wondering if you added the camera commands you showed in your video into Project Blue, the ones where you have a scope image on the gun? I know you have scripted weapons, and I've worked out how to set up cameras in the weapon script, but how do I tell the shader which camera it should use for the scope?

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
djmaster
User Banned
Posted: 20th Jul 2009 09:09
Pus in Boots: Are you sure you didnt replace the 1.15 stock fpsc-game.exe with Project Blue 1.6? Cause 1.6 is only for 1.09 and you will need the 1.7 beta(contact s4real) so you can use 1.15

[href]http://chargedstudios.netne.net/index.htm[href]
"Im British you muppet!"-Psycho
Bibo4PC
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Posted: 20th Jul 2009 10:07
Project Blue 1.6 works with v1.15

A r e n a s
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Posted: 20th Jul 2009 11:53
The dam problems come back. Im gonna need to submit my Ultimate FPSC entry in Ply's mod. This damm mod keeps breaking and theres nothing that will work. It wont build a game more than 1 level...

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
Pus In Boots
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Posted: 20th Jul 2009 15:57
Quote: " Pus in Boots: Are you sure you didnt replace the 1.15 stock fpsc-game.exe with Project Blue 1.6? Cause 1.6 is only for 1.09 and you will need the 1.7 beta(contact s4real) so you can use 1.15
"


Are you saying I should replace the stock V1.09 fpsc-game with the mod version? Before I downloaded V1.15, the FPSC-game.exe I was replacing was a modded version of FPS Creator. (I forget which.) My original V1.09 is in the folder, but was long ago renamed, so it is currently not in effect. I'm gonna give this a go...

Each and every day, 24 hours of my life drains away.
s4real
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Posted: 20th Jul 2009 16:06
@Arenas Could you give more info on what error messages you getting as it dont work don't help us find what the issue could be,also what do you mean by it dont build more than one level ?

@Pus In Boots Follow these simple instructions and you should be running in no time,its always best to install a fresh copy when using a mod.

1> Install fpsc creator v1.0

2> Update to v1.15

3> Rename your original FPSC-Game.exe to something like FPSC-Game1.exe

4> Now copy the mod FPSC-Game.exe into the same dir as Fpscreator.

Everything should be running fine for you.

Hope this helps.


Best s4real

Black Profductions
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Posted: 20th Jul 2009 16:09
s4, one question, what the screenshake command in airmod? i am really needing it


s4real
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Posted: 20th Jul 2009 16:14
@Black Profductions To get the sceen to shake is camshake=x (max is 20)

Hope this helps

Best s4real

s4real
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Posted: 20th Jul 2009 16:28
Update :

Due to Personal Reason's Project Blue will be going Private.

What does this mean ?

It means that the sale of PB will stop at the end of this week.

The trial version has been taken off the forum.

Anyone who has paid for PB will still get free upgrades and support but the builds will be private.

SO if you want PB then buy it now why you still can.

Best s4real

A r e n a s
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Posted: 20th Jul 2009 16:43
The problems i am getting while building a game are:

Debug info (no warning just crashes)

Memblock Error ---> Debug

Texture mis-match ---> Debug

Meshbank Error ---> Debug

This tends to happen between level 2 - level 4 (i havent built further than level 4)

http://arenas4146.webs.com/
http://fraggaming.forum2.biz/forum.htm
s4real
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Posted: 20th Jul 2009 17:21 Edited at: 20th Jul 2009 17:22
@Arenas : Just done a test with a 3 level game and it worked ok for me.

As a temp fix build the game with normal FPSC-Game.exe then when the game is built replace the Game.exe with the Project blue mod.exe.

Best s4real

Pus In Boots
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Posted: 20th Jul 2009 18:27
Quote: "

It means that the sale of PB will stop at the end of this week.

The trial version has been taken off the forum.

Anyone who has paid for PB will still get free upgrades and support but the builds will be private.

SO if you want PB then buy it now why you still can."


Is there no way we'd be able to buy the full version further down the line?

Each and every day, 24 hours of my life drains away.
Armageddon Games
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Posted: 20th Jul 2009 22:49 Edited at: 20th Jul 2009 22:50
hey i have had this mod for quite some time-- it works-- but i have some issues-- i had to reinstall fpsc -- and now i forgot how to reinstall the mod properly
can anyone post a walkthrough with some screenshots?
i have the full version
thanks

s4real
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Posted: 20th Jul 2009 23:10
@Armageddon Games : look in the manual that comes with PB it shows you instructions on how to install.

Best s4real

Armageddon Games
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Posted: 21st Jul 2009 00:15
its kinda confusing dude--- if you have team viewer would it be ok with you to show me

Ocho Geek
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Posted: 21st Jul 2009 00:17
I have been using this mod all week now and im really enjoying it, the legs feature was great!

if i read correctly you wont be selling this soon? that seems a shame as i would like to use it for my full game

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
Ekipshi
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Posted: 21st Jul 2009 00:26
Quote: "
It means that the sale of PB will stop at the end of this week."


Whaaa!? Crap! Money's tight with this months electric bill
I was going to buy it when i had the money, you sure you won't sell this anymore?

Armageddon Games
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Posted: 21st Jul 2009 00:26
Ocho Geek-- how did you install it


like can you post a few screenies showing how you did-- i forgot how to and the manual is a bit confusing

Ocho Geek
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Posted: 21st Jul 2009 00:41
install what, the mod?

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
Armageddon Games
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Posted: 21st Jul 2009 00:46
yeah dude

Plystire
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Posted: 21st Jul 2009 04:04 Edited at: 21st Jul 2009 08:21
@CoffeeGrunt:

Good question... I completely forgot to tell everyone how to use that feature. (The gun-camera)

Okay, here's how it works:

You set it up through the gun's gunspec.txt file

Here is the section of the gunspec that will set everything up


"usercamera" tells the engine what camera it will be using for the gun-camera. Giving it a value of "0" WILL NOT turn it off!! A value of "0" tells the engine to use the player's camera.

"cameratex" tells the engine what texture file (located in the same directory as the gunspec) it should use to put the gun-camera on. This does not have to be the same as the "textured" option. FYI, this option means nothing at all if you are using a shader with the weapon.

"cameratexx" and "cameratexy" will tell the engine what location ON the texture specified it should place the camera image. This coordinate will be the top-left corner of the camera's desired area. This should ALWAYS be the top-left corner of the desired area, even if you are wanting to rotate the camera image.

"cameratexxsize" and "cameratexysize" will tell the engine how large the camera texture should be. Alter these to make the camera image form-fit to the desired area. NOTE: These values should reflect the size of the image BEFORE rotation occurs.

"cameratexrotation" tells the engine how it should rotate the camera image before it is placed onto the texture. This needs to be an integer value from -1 to 2. The rotation will be 90 degrees multiplied by this value, so a value of 1 will rotate it 90 degrees clockwise, a value of 2 will rotate it 180 degrees, and a value of -1 will rotate it -90 degrees (or 270, same thing).

"cameratexquality" determines the framerate of the camera image on your gun. A value of 5 will make the camera image update every 5 frames. A value of 20 will make the camera update every 20 frames. So, to have a "perfect" framerate with your gun-camera, make the value 0, which will have the camera update every frame. If you experience lag with the camera, try increasing the quality value, so that the camera updates less frequently.

"cameratexuseshader" will tell the engine whether or not the camera image will be placed onto the diffuse texture (the texture specified in either "textured" or "cameratex") or if it will have it's own pre-made texture to be used with a shader. If you want to use a shader with your gun, you DO NOT have to set this value to 1. Setting this to 1 assumes that you are using a shader DESIGNED for use with this feature.
NOTE: Setting this to 1 will save on framerate, but you will need to use a shader that can use this feature. See below for an example shader that this feature will work with

"cameratexshaderstage" will tell the engine what texture stage the camera image will be placed in, assuming you have set the previous option to 1. If "cameratexuseshader" is not set to 1, then this option will be meaningless and won't be necessary. This option will need to be set to the appropriate texture stage that your shader will be using for the camera image. If you have set "cameratexuseshader" to 1 and neglect to set this option, you may experience undesired results, such as a pure black weapon that only has the camera image visible.


There, that's everything explained about how this system works and how to set it up.

The options I displayed above in the code snippet work for the stock scifi/assaultrifle. I have attached to this post a texture for the assault rifle that you may use with this system. You will notice that the LCD display that USED to be on the rifle has been removed and replaced with a black square... that is the area that the camera image will be placed. If you load it up into an image editor, you will notice that the top-left coordinate of that black area is the same coordinate that is specified in the "cameratexx" and "cameratexy" setup options. You will also notice that it is the same SIZE as the size settings I've given in the setup options, but are reversed. This is because I wanted the camera image to be rotated by -90 degrees, and the camera's size is set BEFORE the rotation occurs.

So, since the camera's size is bigger in the y direction (up and down) than it is in the x direction (side to side), the camera image will be tall and somewhat thin.


One last note for the sizing:

You may use whatever size you want for the camera image. It WILL NOT stretch the original image at all, the leftover areas will just be cropped off, so as to maintain the original aspect ratio of the camera. This lets the camera attain ANY size, without losing aspect quality.


If you're wanting to use the "cameratexuseshader" option to boost your framerate a little bit, you may use the "BumpCubeReflectIlluminateSpecOver" shader that I made since that was designed to be used for this, as well as let you use pretty much every other special shader effect. The texture stage that the camera should use is 6.



Thank you, that is all.

*disappears back into the shadows*


The one and only,


Robert F
User Banned
Posted: 21st Jul 2009 05:10
Wow... somehow I seen this coming. I knew you guys would stop selling it. I dont know how but I did. Thats to bad because I have to money to purchase it right now.
Mr Bigglesworth
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Posted: 21st Jul 2009 09:33
Quote: "Wow... somehow I seen this coming. I knew you guys would stop selling it. I dont know how but I did. Thats to bad because I have to money to purchase it right now."

I had a feeling this would happen too, for some reason it would't be for sale and no longer downloadable. It's really too bad, I was going to purchase as soon as I got my project going, why is it bad things happen to good mods, why...

Why remake a famous game when you could create your own?
CoffeeGrunt
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Posted: 21st Jul 2009 15:10
@Ply

I tried to get my gun to work using the gun camera as the cubemap, (Yeh, I want realtime cubemapping on my guns basically), but it still uses the cubemap texture Gun_cube.dds. I'm testing this on the Tavor BTW...

I defined the camera in the weapon script, is that the problem? I'm using the BumpCubeIlluminateSpecOver shader like you recommended. I've attached my settings in a code snippet:


And here's my slightly edited Tavor script, based on yours:


Sorry to bug you so much, it's just that I've been looking forward to the ability to have realtime cubemapping on guns for ages, and I've sussed that by having a transparent texture, I can have realtime refraction, like an active camo!

In theory, that is...

If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
meteorite
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Posted: 21st Jul 2009 20:06
Robert, I believe he said you can purchase up thru the 25th

Inspire
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Posted: 21st Jul 2009 20:22
If it's private, does that mean that stops ANYBODY from getting it? I personally was planning on buying it as soon as the new update came out, so that's kind of a punch in the stomach.

mAcpo
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Posted: 21st Jul 2009 20:25 Edited at: 21st Jul 2009 20:26
i have no intention to pry but i have been following this mod waiting for the final release with high expectations. I am wondering what "personal" thing has happened. is it the competition from other mods? are there bugs that cannot be squashed? has the team lost interest? i apologize for so many questions but its really disheartening for us game makers who depend on performance enhancing mods such as project blue and the brilliant people who can make the impossible happen in the fpsc engine. So i follow along intently and patiently awaiting the final release only to read one day that it will be gone for good?
s4real
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Posted: 21st Jul 2009 20:40
Ok to clear some things up for everyone.

The reason the mod is going private is because I will not have much time to work on this mod for a while due to real life.

I will be updating v1.6 so that everyone who has paid for the full version will get a version that will be the most stable version.

When V1.7 is ready I will open the project up again so people can buy.

So at the moment the project will be a Private build untill many issues and bug fixes have been sorted out with v1.7.

Best s4real

4125
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Posted: 22nd Jul 2009 00:26
So...Lets Say I Want It Now or Within A Month Or So....I Can't Buy it Until V1.7 Is Out?

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI
Plystire
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Posted: 22nd Jul 2009 01:21
@mAcpo:

s4real has real life to deal with, as do I. On top of that, my interest in FPSC has been declining in general. I feel that as a programmer, I need to have the opportunity to work on more than just FPSC and managing this Mod the way it needs to be managed, I can't do that. So I'm moving away from it for quite a while at the very least. I will, however, put some time in on fixing bugs and things here and there, but won't be losing sleep over it like I had been.

@4125:

You may purchase up to July 25th. If you purchase by then, you will receive your copy as well as the update to v1.7 when it comes out. If you don't purchase by that time, you will need to wait until s4real comes back with the update, whereupon purchases will continue.

@EVERYONE:

Please do not assume that this is the death of the Mod. It will continue in the future, but things are being put aside for the time being while real life issues are properly dealt with.


Now back to technical talk:

@CoffeeGrunt:

Quote: "usercamera = 0
cameratex = gun_cube.dds
cameratexx = 0
cameratexy = 0
cameratexxsize = 512
cameratexysize = 512
cameratexrotation = 0
cameratexquality = 5
cameratexuseshader = 1
cameratexshaderstage = 6"


For starters, you have told the engine to use the player's camera for the camera image. If you want to use a user defined camera (one manipulated through a script) then put the name of that camera as the option for "usercamera". An example would be "usercamera = MyCamera". Doing this will CREATE the camera for you, so you will not need to create it yourself in a script, all you have to do is use it.

Next up, I haven't tested using the camera image in place of anything. However, one thing for certain is, shader stage 6 is NOT the cube map. To find out what stage index you need to use, you can open the shader in Notepad and count the textures from top to bottom. Start at 0 and count up to the texture you want to put the camera image in. Using that shader as an example, these are the textures found in the shader: D, N, R, cube, I, S, O. That is the order that they appear in the shader. Starting from 0, you'll see that texture "O" is number 6, and that is the "overlap" texture which the camera image is normally placed in. Now, the cube map, counting from top to bottom starting at 0, is 3. So if you want to put it in the cube map's place, then use 3 as the shaderstage.

Also, see if removing the "gun_cube.dds" texture (or renaming it) will help.


Some notes for you:
The quality option is not the only thing that will effect how much the camera image effects performance overall. The larger your camera image is, the more impact it will have on performance. You are trying to have it render and copy a 512x512 image rather frequently, whereas my example was copying a smaller portion of 35x103. Try to keep this in mind.


The one and only,


4125
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Posted: 22nd Jul 2009 01:40
Alright Ply. No Problem....I Can Wait.....Don't Got Any Money Anyway....But Best Of Luck S4Real...

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, MSI P7N SLI-FI Motherboard - nForce 750i SLI
mAcpo
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Posted: 22nd Jul 2009 02:14
thanks for responding Plystire. I do realize you and s4real have a life, I only ask questions because project blue is not free and being sold. So if the developers no longer have interest in finishing it or there is no direct time frame in mind with work being put off I am happy to know now instead of waiting and bugging you guys! Good luck with everything.
mAc
Mr Bigglesworth
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Posted: 22nd Jul 2009 05:29 Edited at: 22nd Jul 2009 05:29
Hey Ply, I couldn't find it in the manual (obviously), but how do I specify a fullscreen shader to use. I know about the variables things like you talked about, and I think I could handle it. (if not I do want to mess with it). So basically, how would I tell FPSC to use a fullscreen shader. Would it be in the setup.ini or what, and what are the commands?

Why remake a famous game when you could create your own?
Plystire
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Posted: 22nd Jul 2009 05:52
The full screen shader system only works in Project Blue v1.7, so you will need to be a beta tester and have received the beta from s4.

If you HAVE received the beta from s4, then there is a document included telling you how to get it set up, as well as example shaders and an example setup file.


The one and only,


Inspire
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Location: Rochester, NY
Posted: 22nd Jul 2009 06:13
How dare you think FPSC is more important than your personal life!

But alas, I will be buying before July 25. So I just email S4?

Mr Bigglesworth
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Posted: 22nd Jul 2009 07:10 Edited at: 22nd Jul 2009 07:14
Quote: "The full screen shader system only works in Project Blue v1.7, so you will need to be a beta tester and have received the beta from s4."


No, I'm not a beta tester, (long, dramatic sigh) I guess I'll have to wait until a 1.7 public release.

@S4real

I completely understand, in no way ever is FPSC more important then anyone's real, physical life. I apologize if I offended you by my earlier post (about the mod being private).

Why remake a famous game when you could create your own?
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 22nd Jul 2009 10:56 Edited at: 22nd Jul 2009 10:56
Quote: "Please do not assume that this is the death of the Mod. It will continue in the future, but things are being put aside for the time being while real life issues are properly dealt with.
"


So we can consider this as an internal beta for all us customers?

EDIT: Lewis tells me he has V1.7 beta. How do I get my hands on it?

"You are not smart! You are very un-smart!"
CoffeeGrunt
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Posted: 22nd Jul 2009 13:25 Edited at: 22nd Jul 2009 14:00
I bugged S4 with alot of questions about what would be in it, so he just gave up and gave me it...

The FullScreen shaders are definitely something to look forward to, the only thing I'm sad about is that the shader swapping system is removed...

-=EDIT=-

I took your advice Ply, and it still uses the unedited cubemap texture. When I removed it, it used the Illumination map instead!



If I was ever given the opportunity to remove all the bad from the world, I wouldn't, because for there to be heroism, compassion and all that is good, there must also be all that is bad.
Ocho Geek
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Posted: 22nd Jul 2009 15:15
aaah, so if we wait we should get a new version...

thats fine

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
Plystire
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Posted: 22nd Jul 2009 20:33
@Inspire:

Yes, email s4 about any purchases.


@CG:

What do you mean the shader swapping is removed? Are you referring to swapping full screen shaders?

I'm not sure what else to tell you for your cube mapping problem without spending a couple hours doing it myself. It using the illumination map at first would be expected since it's technically missing a texture there and needs to fill it in with something, but during runtime that stage index should be overwritten by the camera image texture. If it's a problem with ordering and the camera iamge MUST be the last texture in the list, what you can do is edit how the shader works. Make the camera image use stage 6 again, then edit the shader so that the "envMapSampler" uses the "overSampler"s texture, and vice versa. So, the "envMapSampler" will use "Texture = <O>" and the overSampler will use "Texture = <cube>". That should force the shader to use the "overlap" texture for cube mapping and the "cube" texture for overlap... just make sure the "gun_cube.dds" is a solid black texture, that way it won't make any overlap at all.

Hope that makes sense.

If all else fails, then it could be due to the fact that the camera image is not loaded into memory in the same way as a normal cube map is. (Cube maps get loaded slightly differently than regular textures)


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