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FPSC Classic Models and Media / The Metro Theater - Model Pack 38 released today

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PW Productions
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Posted: 2nd Dec 2009 05:10 Edited at: 2nd Dec 2009 05:10
Hey, bond1, just got the pack Everything works great; great FPM example, cool entities, shaders, etc.

I just don't know how to 'use' the concession stand segments I try to place them inside other segments, and they have short walls inside, and tall walls on the outside. I tried to see how you did it in the demo level, but could not figure it out

Any help much appreciated. Thanks!

PWP

Braden 713
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Posted: 2nd Dec 2009 07:05 Edited at: 2nd Dec 2009 07:06
Just so people are aware (I wasn't sure whether to post this here specifically, or in the main FPSC thread), but someone by the name of James Shean just attempted to scam me out of your shader pack Bond, via email. He was offering a trade for my copy of the pack, for a Snow Commander, G36C, Pipe Wrench, and RPG7, from the TGC Store. All those items come to a total of 950 points, or $9.50 and NOT $29.99, the cost of the pack.

I want people to be aware of this, because in someones haste, who may or may not even know the prices of the TGC Store, could take the deal for whatever reason, and be scammed out of money. Something I do not want to happen. This pack is worth far more than the asking price, by simply the sheer work and dedication put into it. Whoever this guy is, doesn't deserve it and no one here deserves losing money by blindly making a perverted trade.

His email is
: Just be smart if he emails you with any kind of trade like this. His last line in the email sent to me, "I mean hey, it's not a loss right?", is quite hilarious.

@ Bond1: The pack is brilliant man, I tested that map you provided us with, and got a constant fps of 39-40 with Fenix Mod, running an 8800GT. The shaders, models, and segments are amazing, keep it up bro.

Cheers

Life would be much easier if I had the source code.
michael x
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Posted: 2nd Dec 2009 07:07 Edited at: 2nd Dec 2009 07:10
@alimpo83 i can get 60fps with pb. you should turn off the bloom effect shaders and any other. the pb mod can really handle this as well compare to the old v107 s4mod even that mod cad handle it at 46 to 50 fps plus 62 at good spots of the level.

more than what meets the eye
bond1
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Posted: 2nd Dec 2009 07:14 Edited at: 2nd Dec 2009 07:15
Xplosys and Cosmic Prophet and Braden: Thanks for the reports, I like what I'm hearing! I told you guys I optimized these shaders.

Quote: "Even when it did occasionally dip to 26, it remained smooth and not noticeable. Most of the time it ran about 34-38fps."


That's good to hear, and I'd say that's on par with just about any FPSC game that uses shader effects for that tier of video card. And it's a fairly large level after all.

PWProductions: Try experimenting with placing them in just wall mode. I usually have to experiment with a bit of trial and error when mixing walls and floors from different segments myself.

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"bond1 - You see this name, you think dirty."
Armageddon Games
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Posted: 2nd Dec 2009 12:57
Hello Bond-- I have a NVIDIA GE 8200M G. with a dual Core Athlon X2 Processor, i downgraded to XP for best speed performance -- and i was wondering how well that would sit with your shaders. thanks

Your signature has been erased by a mod - please reduce it to no larger than 600x120
bond1
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Posted: 2nd Dec 2009 15:39 Edited at: 2nd Dec 2009 15:52
Quote: "Hello Bond-- I have a NVIDIA GE 8200M G"


That is actually an intergrated graphics chip, rather than a discrete graphics card. I found this information on a notebook website:

The performance of the 8200M G is quite good for a chipset graphic. The driver support of the graphic core is sufficient for games. However, the performance of the chip is hardly sufficient for very modest games with low details.

This tells me that it probably won't run this pack very well at all. The 8200M has only 8 shader processors, while something like a midrange 9600GT has 64 shader processors, 8 times the performance. And a 9800GT has a whopping 112! So unfortunately your notebook's graphics I don't think will be fast enough.

Those shader processors work in parallel. So for an analogy, think how much traffic an 8 lane highway can move compared to a 64 or 112 lane highway...

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"bond1 - You see this name, you think dirty."
Cleve Blakemore
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Posted: 2nd Dec 2009 15:54
I'll tell everybody on this thread something really scary.

I tried the sample map on my very low quality ATI card (deliberate to make sure my games run on low end cards) and it looked pretty decent.

I then ported a ton of assets into Unity3D and added them to a small map I've been using for testing.

Honestly, on my low end card these assets looked just as good in Unity Pro as they do in FPSC. No discernible difference. Great lightmapped and with shaders, particularly specular. I tried parallax instead of bump mapping and it looked slightly better but didn't run as fast as FPSC did with the big sample map.

Pretty amazing thing that Bond1 has done.

The best game to work on is the one you enjoy playing the most.
bond1
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Posted: 2nd Dec 2009 16:02
Hey an ATI user finally chimes in! Thanks for the feedback Cleve Blakemore.

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"bond1 - You see this name, you think dirty."
Dark Goblin
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Posted: 2nd Dec 2009 16:10
I will definately write a feedback if the Link is available for me
hope TGC does not need a long time, to send it to me ^^

... efxMod Developer!
mgarand
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Posted: 2nd Dec 2009 16:29
hey bond, i used your shader on a costum entitie, it works awesoem but i get a strange texure (in real this model looks metal)



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
creator of zombies
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Posted: 2nd Dec 2009 17:03
Just to let you guys know, this Pack runs great on the ATI HD 4870 1GB. I never get under 60fps with all shaders running + my soft autofocus bloom shader.

I shall be running some more tests concerning custom segments, but for now, I'm just enjoying the beauty!

Great Job Bond! Would you mind If I did some edits of these shaders for the forum?

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Errant AI
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Posted: 2nd Dec 2009 17:18
Grats on release, Bond1! This looks excellent... I think it'll be a birthday present to mself this year Will let you know if my piddly 256MB 9300MG burns up as a result LOL
Aaagreen
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Posted: 2nd Dec 2009 18:44
256mb? Ouch.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
AaronG
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Posted: 2nd Dec 2009 21:44
Aaagreen your sig is amazing.

I'm looking forward to purchasing this pack!

SOLO DESIGN
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Posted: 2nd Dec 2009 23:02
Well what can I say this runs fine on my ROCK xtreme 770 laptop, very good and also a great teaching aide for all when you look into how it was made.

Thumbs up bond1!!!
bond1
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Posted: 2nd Dec 2009 23:22 Edited at: 2nd Dec 2009 23:25
Quote: "hey bond, i used your shader on a costum entitie, it works awesoem but i get a strange texure (in real this model looks metal)"


Yep, you need to CAREFULLY follow the naming convention used for that particular shader, and make sure you textures are in the "texturebank" folder.



Quote: "Would you mind If I did some edits of these shaders for the forum?"


At least for now, please do not post any shaders on the forum. Altering a few values and putting them up on the forum pretty much lets the entire cat out of the bag with this pack. MAYBE in 6-12 months or so after the pack has run its course.



Quote: "Well what can I say this runs fine on my ROCK xtreme 770 laptop"


Now THERE is a laptop to be reckoned with!

Thanks for the comments everyone.

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"bond1 - You see this name, you think dirty."
PW Productions
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Posted: 2nd Dec 2009 23:23 Edited at: 3rd Dec 2009 05:10
Braden,

I just got the same e-mail! He sent you exactly the same thing he did to me in the last line! I'm not going to write him back at all; I hope he understands what he's trying to do.


Bond, Alright, fine, I'll experiment. And let me tell you, with this pack, it's so fun!

EDIT Eh, I'm getting quite frustrated experimenting... I can't figure it out! I keep looking at the showcase level, yet no matter what I do - paint walls only, floors only, internal drawing mode, external drawing, etc. I can't seem to get it to work. Is there any way (I'm sorry I hate asking this; sounds weird) you could provide some 'info'? Thanks, it's the only thing holding me back from creating my new map Thanks bond1!

Cheers

PWP

michael x
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Posted: 3rd Dec 2009 15:46 Edited at: 3rd Dec 2009 15:52

bomds1 zombie with the new shader.

more than what meets the eye
michael x
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Posted: 3rd Dec 2009 15:56
here it when he steps out the light.

more than what meets the eye
Dark Goblin
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Posted: 3rd Dec 2009 20:01
I must say, the Model Pack works perfectly on my pc.
No Framedrop at all and everything looks good.

But, I thought it would be possible to get Normal Mapping on Segments but instead of that, its "just" this specular effect.

In my opinion, it should be possible to get Normal Mapping working, if you got the specular thing working!

... efxMod Developer!
Leaning Objects To The Side
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Posted: 3rd Dec 2009 20:25 Edited at: 3rd Dec 2009 21:58
problem has been fixed... i hope you have a great day.



Cheers,
Tanya.
Braden 713
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Posted: 3rd Dec 2009 21:29
@ Tanya: That's so weird, I've got an 8800GT as well and the pack works swimmingly

I know this is somewhat of a dumb question, but are you sure you've got shaders enabled in FPSC?

Life would be much easier if I had the source code.
Daniel wright 2311
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Posted: 3rd Dec 2009 21:31
yea im not buying this intill i get my new card, im shure it will be a real good buy.

Leaning Objects To The Side
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Posted: 3rd Dec 2009 21:43 Edited at: 3rd Dec 2009 21:57
Braden 713 - OMG OMG OMG...thank you soooo very much!!!!!
it worked!! you are super smart!! i hope you have a Great day!!!

Cheers,
Tanya.
French gui
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Posted: 3rd Dec 2009 22:39 Edited at: 3rd Dec 2009 22:39
Wow, this pack is awesome, worth it's price. Thanks and congrats Bond1 for this!

Daniel wright 2311
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Posted: 3rd Dec 2009 22:48
just that one scean alone makes me think this is now worth $30, thanks for that.

Leaning Objects To The Side
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Posted: 3rd Dec 2009 23:13
WOW..French gui, where did you get that segment? Awesome screen shot! this is a Freaking pack! Bond1 has really out done him self...i hope he makes some more rain puddles..i hope you have a great day.

Cheers,
Tanya.
bond1
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Posted: 4th Dec 2009 00:58
Great job French gui, it looks like you've gotten the hang of the segment shaders. Because that is the proper way to do a specular map judging from your screenshot.

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"bond1 - You see this name, you think dirty."
Shadydowg
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Posted: 4th Dec 2009 01:52
I understand this may be a noob question, but when i load up the test level the shaders don't work and the water looks static and plain blue. Does anyone know how to fix this?

Nothing like the joy of an empty signature!
PW Productions
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Posted: 4th Dec 2009 02:42 Edited at: 4th Dec 2009 02:46
I've been testing each mod with the showcase level and here's the results I got... I'm pretty sure other users who have good computers for this pack will get similar results...

Unmodded - works fine, steady and an average FPS.

Project Green - It gets killed by this pack. It runs at a sluggish 20FPS on all my computers, but it's steady at least. Project Blue runs at about 25, so about the same

efxMod (europa) - Runs at 40 with all effects OFF.

Z-Mod - Works just like unmodded Really well.

Fenix Mod - Blew me away. Ran at a steady 37 or so FPS all the time, capped frame rate. Uncapped, it ran at about 52 or so. I believe Fenix Mod is currently the best choice for most users as it gave me the best results on numerous computers.

Just tested Horror Mod
Horror Mod - worked just as well as Fenix. Around maybe 40 frames or so. Also very recommended.

Cheers everyone

PWP

EDIT: Forgot to mention that PGFE and PBUM run uncapped at about 32 FPS. Hope that helps

bond1
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Posted: 4th Dec 2009 05:12
Quote: "I understand this may be a noob question, but when i load up the test level the shaders don't work and the water looks static and plain blue. Does anyone know how to fix this?"


Turn on the "full shader effects" option within FPS Creator.

Nice report PWProductions.

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"bond1 - You see this name, you think dirty."
bond1
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Posted: 4th Dec 2009 05:37
Quote: "In my opinion, it should be possible to get Normal Mapping working, if you got the specular thing working!
"


Actually, it's mathematically impossible at the moment. In order to do the math required for normal mapping, you need TANGENT and BINORMAL information, which FPSC does not provide for segments and static entities. And more importantly, directional light info is not passed to the shader system.

Why does specular work so well? Because it's a "view dependent" effect. It's calculated from the relationship between the player's eye position and surface normal. So you can get by without actually using an explicit light source.

Quote: "No Framedrop at all and everything looks good."


And the end result is all that matters anyway. If it looks good, then it IS good. Specular mapping can give a surprisingly good illusion of depth for relatively flat surfaces like walls and floors.

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"bond1 - You see this name, you think dirty."
Wraith Staff
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Posted: 4th Dec 2009 05:37
Welp... Looks like I put off asking for help long enough!

I keep getting this weird... um, error... whenever I try to build anything with the new pack. Here's a pic of the test level:



It seems that some of the entities (unlike the segments and some other entities , that is) DO work... IE here:



I have a Dell Inspiron 1525 Vista laptop... It's running both DX 10 and 9.0c and is supposedly Pixel Shader 4.0 compatible.

I've tried running the cleaner and oodles of other things, but no luck... I'm really hoping for a simple fix (and the ability to keep my current PC )... Any ideas?

Oh yeah; yes, I DO have Full Shaders on... lol


Physix Coming Soon...
bond1
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Posted: 4th Dec 2009 05:45 Edited at: 4th Dec 2009 06:46
I have sneaking suspicion that you are running out of video memory required by the lightmaps, which would't surprise me on a laptop. Try building the level after turning all lightmapping and see what happens. Or try building just a small room with these segments - my laptop can handle a small room just fine, but I get an error similar to yours when building the full level.


EDIT: Actually it appears your graphics are not utilising the second layer of UV coordinates used by the lightmapper. Your laptop has an integrated graphics chip, rather than "discrete" graphics, correct? It appears that integrated graphics chips do not work with this pack. But try the above options anyway.

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"bond1 - You see this name, you think dirty."
s4real
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Posted: 4th Dec 2009 06:12
@PW Productions : Nice report, yeah there was an issue with project blue and this pack but its been fixed for PBv1.8.

Best s4real



Pack ya games with vishnu fpsc packer its free.
Nbt
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Posted: 4th Dec 2009 06:55 Edited at: 4th Dec 2009 07:34
Bond1: Licensed to Thrill!

I'm still new to FPSc and the way it all works, so excuse me if I'm being a nub
I noticed that dynamic entities get sliced if placed in the water effect

Here is the same entity dynamic and set as static (ignore the strange lightmap distortion on the static version)


p.s. The gfx card is a 9500GT 512mb in a Q6600 system running XP pro SP3 in case it matters.

I only use this for fun and have no interest in making commercial games ^_^
michael x
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Posted: 4th Dec 2009 08:22

as i apply shader to all the model everything looks great.

more than what meets the eye
bond1
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Posted: 4th Dec 2009 08:30 Edited at: 4th Dec 2009 08:35
Quote: "I noticed that dynamic entities get sliced if placed in the water effect"


I wouldn't recommend doing that. Place them in front or behind the water.

Also, dynamic entities are subject to directx9 "alpha sorting order". Which means you should place the transparent water and door objects LAST in your level, after all other dynamic entities have been placed. If you make a mistake, delete the water entities, and rebuild your game to reset the "alpha sorting order".

One other thing - I don't recommend changing the default static/dynamic states of each entity, until you become familiar with the shaders and the textures they need.

Nice pic michael.

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"bond1 - You see this name, you think dirty."
Nbt
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Posted: 4th Dec 2009 08:33
Thanks for the info Bond1, something new I have learnt ^_^

I only use this for fun and have no interest in making commercial games ^_^
michael x
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Posted: 4th Dec 2009 08:39 Edited at: 4th Dec 2009 08:43

here the shader is given you a x10 style. i know what to do and not to do understanding the shaders completely. given me the perfect look. plus because they are not like 3.0 version, the shaders give the perfect bumps without over do it. that means there is no tweak for bump in this one. it go by your uv map so if you want more bumps you apply it in the N uvmap. plus these shader do not over kill the performance. i can run 5 gun characters at 60fps in any size level. keep this in mind good level design is important with or without shaders.

more than what meets the eye
bond1
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Posted: 4th Dec 2009 09:04 Edited at: 4th Dec 2009 09:07
Very nice, and I love how the lighting is correct now. Two years ago when we all drooling over early X10 screenshots of this character, who would've thought X9 could look just as good without needing Vista, directx10, and a uber $400 video card?

X9 forever!

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"bond1 - You see this name, you think dirty."
Nbt
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Posted: 4th Dec 2009 09:09
Quote: "X9 and Bond1 forever!"
fixed

I only use this for fun and have no interest in making commercial games ^_^
SOLO DESIGN
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Posted: 4th Dec 2009 12:26
Hi bond1, Is there any chanve we can have a tutorial on how to use these new shaders on entities and segments, not having much luck with using these on other entities and segments.

Great pack though!!
MarkSA
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Posted: 4th Dec 2009 12:55
Very nice theatre. 30's Art Deco look.

I will have to consider buying this at some stage.

Kind of reminds me of Bioshock
mgarand
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Posted: 4th Dec 2009 13:46
finally got it!
after some testing, trying and stuff...



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
PW Productions
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Posted: 5th Dec 2009 05:31
Quote: "@PW Productions : Nice report, yeah there was an issue with project blue and this pack but its been fixed for PBv1.8."


S4, I haven't been following mods lately as I am working my [ahem...] butt off creating models for the community. Is 1.8 out? If so, I will fix the report

Cheers

PWP

charger bandit
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Posted: 5th Dec 2009 15:40
Hey bond1 I tried out your awesome shaders and they are nice.The metro theater pack looks amazing.Runs at 30-40fps on my laptop with AMD Athlon X2 2.2ghz,ATI Radeon HD3200 integrated and 3gb ram.And im running Horror Mod.

Then I tried applying your shader to model pack 2 segment and it works but some floors and walls turn black.Do you know why? Screen attached.

A.K.A djmaster
Nomad Soul
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Posted: 5th Dec 2009 20:59
I've been trying out the new shaders with some of bond1's media and its fantastic. Can't wait to try some custom media.

Pic attached.
AdrianoJones Wannabe
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Posted: 6th Dec 2009 01:18
Just ordered the pack, can't wait for the download link!

-Adrian

And I do, wanna love you... And I do, wanna try...
Because if falling for you girl is crazy, then I'm going out of my mind.
So hold back your tears this time...
fallen one
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Posted: 6th Dec 2009 03:33
I would like to see more screenshots of the shaders in use.

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