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FPSC Classic Product Chat / ***Ply MOD Shaders***

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creator of zombies
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Posted: 6th May 2009 23:11 Edited at: 6th May 2009 23:12
Hey all,
In light of Ply's new shader system that has been added to the latest unreleased of project Blue, I decided to recode some of my older shaders and create a MP6 Weapon shader, and thus taking advantage of the new system.

Bumpbone V2



MP6 Weapon Shader


Comments Welcome

CoZ

-Demon Sun: Lead Developer-
SikaSina Games
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Posted: 6th May 2009 23:23
Niice, always brilliant shaders CoZ!!! Keep 'em coming !

-FCV

NO LONGER ABLE TO PLAY ON MY CRAPBOX SINCE I GOT THE RRoD
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Crusader2
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Posted: 7th May 2009 00:26
Sickness. CoZ, you are an inspiration.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Nomad Soul
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Posted: 7th May 2009 01:16
Hey Coz

I remember seeing in one of your other threads about depth of field and possible heat haze shaders.

Did these ever come to pass and are they available for download. Having a subtle depth of field when picking up objects or using ironsights on guns would be really welcome.
rolfy
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Posted: 7th May 2009 03:07
Very awesome, I added you to msn, just not sure when we are likely to be on at same time
Plystire
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Posted: 7th May 2009 07:52
Awesome screenies, CoZ!

Any chance you could do some more for other weapons?


The one and only,


john schwarcz
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Posted: 7th May 2009 14:32
sweet! is there anywhere we can buy/downlaod this?

shadow666
creator of zombies
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Posted: 7th May 2009 18:44
Thanks for the kind words all!
@Nomad Soul: The DOF shader was completed although when used with weapon iron sights, it used to blur the enemy also, not just the weapon. Ill see if I can do some bug fixing on that shader soon.

@Plystire: Sure thing, Ill post some soon!

@john schwarcz: They havent been released yet

Stay tuned

CoZ

-Demon Sun: Lead Developer-
Errant AI
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Posted: 7th May 2009 19:43
Both look great- very nice! Neither of them look wet and the gun is quite matte actually. Beautiful

(btw, do you have any released character shaders? I need something to test with and the stock shaders just aren't cutting it)
CoffeeGrunt
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Posted: 7th May 2009 19:46
Beautiful, are they for sale?

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
creator of zombies
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Posted: 7th May 2009 19:54 Edited at: 7th May 2009 19:55
@Errant AI: Thanks mate. I dropped you a email with a unreleased shader that should keep you happy for a while

@CoffeeGrunt: Nope, they shall be free

CoZ

-Demon Sun: Lead Developer-
john schwarcz
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Posted: 7th May 2009 19:56
COZ is the main shader, guys, check his other threads, and their not for sale yet (he has free shaders too and theyr amazing)

shadow666
creator of zombies
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Posted: 7th May 2009 20:01
New Shader[This is the shader I have sent you Errant]


CoZ

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Crusader2
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Posted: 7th May 2009 20:45
Quote: "The DOF shader was completed although when used with weapon iron sights, it used to blur the enemy also, not just the weapon. Ill see if I can do some bug fixing on that shader soon."


Don't forget to flip me a copy!

Quote: "New Shader"


That would be? Looks sweet though!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Dark Goblin
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Posted: 7th May 2009 22:36 Edited at: 7th May 2009 22:37
hey coz, they look really good.
can`t wait to see some more

EDIT:
how are they working with more than one light (if they do!)

... efxMod Developer!
creator of zombies
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Posted: 8th May 2009 00:19
Crusader2: Im keeping most of the details of the new shader a secret

Shot showing the new shader in multiple light sources (This looks sweet in action]. As you can also see, I maintain a solid, smooth FPS. (And before anyone asks, Im a Beta tester of Airmod SE)



CoZ

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Plystire
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Posted: 8th May 2009 01:37
Hmmm, it looks like the lighting is merged in the pic for the model shader. But, I could be wrong.

Looks very nice, nonetheless.


The one and only,


Airslide
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Posted: 8th May 2009 02:29
Just for the record, the X10 images will be replaced

@Plystire - What do you mean by "merged"? Would this have to do with the way FPSC only provides 1 light source, or is this a shader related thing? If it's the first one I can fix it

john schwarcz
User Banned
Posted: 8th May 2009 03:04
what new secret shader ??

( can you make a really reflective shader, as if water was poured all over the entites and segmants and combine it with you dark shader you used for the giant monster) if not , its ok, these awsome shaders probably take up alot of time



shadow666
meteorite
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Posted: 8th May 2009 03:25
the shader on the ingram looks sick

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Plystire
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Posted: 8th May 2009 05:50
@Airslide:

I mean that the shader normally only accepts 1 light source for use in it's calculations. Because of this FPSC will calculate the AVERAGE light position and color and supply that information to the shader.

I have an idea on how to counter this, but I would need to research a bit more on shader programming to achieve it.


Basically, the reason you don't see TWO light glares on the entity is because FPSC is only providing one light source to the shader and because the shader itself is only using one input for the light source.


The one and only,


Airslide
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Posted: 8th May 2009 06:54
I know some of Evolved's shaders support multiple lights - it's basically a matter of passing each light's information separately (ie: light1position,light2position etc). I know that multiple lights can be costly, and the biggest problem is knowing whether or not information from multiple lights should be added.

I've passed info to a shader it doesn't use before (accidentally) and didn't recieve any errors, although presumably you'd want to keep the light averaging for shaders that don't support it.

I know there is a performance cost to multiple lights though, thats probably why most shaders I've seen from Evolved only support one (even his deferred rendering only updates shadows from the nearest light to the object I think). It really comes down to visual vs. performance in the end and personally I think the averaging system was a pretty good idea from the performance side of things.

Plystire
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Posted: 8th May 2009 08:13
Yes, there's no doubt that performance should come first. However, if there was a way for FPSC to provide any sort of lighting information to a shader, especially if that shader supported multiple lights, it would be a good idea to implement that, just so we could have those brilliant effects as an option.


The one and only,


creator of zombies
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Posted: 8th May 2009 09:52
@Plystire: You are somewhat correct. The lightsources are fixed, although the shader blends the lighs accordingly accross the character (through averaging). This is better seen in motion (you can either contact Errant and aquire the shader off of him, or Ill set you up with the new shaders for a test run. (whatever is easier for you).

Here's one of the lightsource floats: As you can see, its fixed.

I would of added multiple lights, although this would of caused the performance to be dire on lower end machines.

CoZ

-Demon Sun: Lead Developer-
Plystire
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Posted: 8th May 2009 10:46
What I'm saying is that FPSC averages the lighting color and positioning of lights that are effecting the entity or player weapon.

FPSC does this even when shaders are not applied to the entity. This was so the entity could be moved around and still be effected by static lighting (which is lightmapped onto the level but should still effect dynamic entities)


If you could send me that shader, that'd be great. I'd love to see it in action for myself.


The one and only,


Toasty Fresh
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Posted: 8th May 2009 12:28
This is NUTS, CoZ! I really like this! When's the release date, and how much is it? I'd likely pay!

Also, here's a question; I know nothing about game dev outside of 3D modeling, and so; Is motion blur possible through a shader? As in, weapon movement and such? If so, I would gladly pay Ply to make it possible and pay you to make a shader!

"You are not smart! You are very un-smart!"
Dark Goblin
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Posted: 8th May 2009 16:19
@Airslide:
Evolveds Deferred Renderer does render up to 8 Lights (with Shadows).
And also all the Shader he uses in it, use all the 8 Lights he renders with shadows for the calculation ^^

... efxMod Developer!
Airslide
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Posted: 8th May 2009 17:23
Really? I could have sworn that the DBP side of things only updated shadows for one light Perhaps he updated it since I used it.

Dark Goblin
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Posted: 8th May 2009 17:30 Edited at: 8th May 2009 17:31
well its not DBP.
He uses his own Lightning System!

EDIT:
if you need a Tester for Airmod SE, just ask me ^^ (really want to help you!)

... efxMod Developer!
Dawgfuryx4
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Posted: 8th May 2009 17:49
Holy crap! Thats wierd!
Wolf
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Posted: 8th May 2009 17:58
Looks delicious!

The Dogman looks terrifying! You just woke my interest in Ply`s Mod...

How do you become a Beta Tester?

The Tragedy Poet
creator of zombies
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Posted: 8th May 2009 19:06
Thanks for the comments guys!
Ill get some more screens up tonight

CoZ

-Demon Sun: Lead Developer-
john schwarcz
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Posted: 8th May 2009 20:25
aaag this shader is amazing!!!! but i also wanna get wizz mod, and blue mod! and efx i cant get even 2, uch what should i do

shadow666
CoffeeGrunt
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Posted: 8th May 2009 21:30
Beautiful, I can't wait 'til you release these...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
creator of zombies
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Posted: 8th May 2009 22:06
Thanks CG!

New shot of the shader on the G3 from MP6


CoZ

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Dark Goblin
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Posted: 8th May 2009 22:17
for me the light should be stronger on the weapon. its to "white" in such a red room!

... efxMod Developer!
creator of zombies
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Posted: 8th May 2009 22:18
@Dark Goblin: The reason for that is because there is a white light behind me (I forgot to mention that). Im standing in the middle of two lights.

CoZ

-Demon Sun: Lead Developer-
john schwarcz
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Posted: 8th May 2009 22:30
is there any way to have this in wizzmod?

shadow666
Airslide
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Posted: 9th May 2009 02:35
Quote: "well its not DBP.
He uses his own Lightning System!"


There's code in DBP that handles the cameras and telling the shaders what to do - in the version I have, it searches for the nearest point light and the nearest spot light to the object and casts shadows from them. So multiple lights still work fine, but from what I can tell not on the same object (at least in regards to shadows)

@CoZ - Awesome shaders there! The gun looks pretty insanely scratched up though

Dark Goblin
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Posted: 9th May 2009 13:27
ehm... Airslide, which version of his Deferred Shading do you use ^^

@CoZ:
jep very nice shaders! Keep em coming

... efxMod Developer!
Black Profductions
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Posted: 10th May 2009 15:30
Awsome CoZ, just one question, do you know how to make them work in model pack 1 characters?
I think they must have a special texture.
Can someone hlep me?

Airslide
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Posted: 10th May 2009 19:56
Quote: "ehm... Airslide, which version of his Deferred Shading do you use ^^"


I think it was like the first one

creator of zombies
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Posted: 17th May 2009 22:19
MAJOR SHADER UPDATE

CoZ Presents: Custom made Full screen shaders for Ply's MOD

Edge Detect & Stencil


Greyscale


Negative screen colouring


Dynamic Hue Satuation (Can be changed on the fly to fit a atmosphere)


Proper DOF (Also works with Ironsights and weapons


Some of these shaders had been in development for a while, I just wanted to keep things hush-hush till now.

Comments Welcome

CoZ

-Demon Sun: Lead Developer-
Dark Goblin
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Posted: 17th May 2009 22:30
O_o

not bad, not bad....
really like them...
they are perfect!

but the DoF looks a bit strange!

... efxMod Developer!
Nomad Soul
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Posted: 17th May 2009 22:36
All very interesting. More full screen shaders. Nice.

I agree the DOF looks like the entire screen is being blurred rather than relative to distance.

Hey COZ any chance of a public test with the Aiko shader you sent EAI (pic attached). Would like to see how that works out on some characters. Thanks

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creator of zombies
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Posted: 17th May 2009 22:39 Edited at: 17th May 2009 22:41
@Dark Goblin: Thanks for the comment. As regards to the DOF, the strangeness is down to the fact that I still havent finished refining the focal points yet. However, the DOF works in a more realistic fashion, that being that distant city buildings and crates are blurred and objects that are closer appear within focus. Obviously I still have some work to do regarding this shader because the character could pass as blind at the moment with vision like that!

@Normad Soul: Sure thing. Im just refining a few things concerning the code, and then Ill send it to your email (Ill need your address/Or just add me on MSN).



CoZ

-Demon Sun: Lead Developer-
CoffeeGrunt
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Posted: 17th May 2009 22:54
Ahh, I saw a few of these that were advertised by Ply, very useful for effects like head injury\drugging\etc...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
creator of zombies
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Posted: 17th May 2009 23:02 Edited at: 17th May 2009 23:03
@CoffeeGrunt: Yeah, Ply Showcased Bloom and greyscale. Now..me being me, I decided to start making my own. Ply asked me how long it would be before I started making my own full screen shaders..the answer about a day after

CoZ

-Demon Sun: Lead Developer-
CoffeeGrunt
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Posted: 17th May 2009 23:41
Awesome, how's performance while they're running? Is there any significant impact to the framerate?

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
darimc
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Posted: 17th May 2009 23:56
With these shaders, can you activate and deactivate them with trigger zones? Cuz I have a perfect idea for the greyscale.

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