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

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TGPEG
19
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Location: Bristol, United Kingdom
Posted: 17th Dec 2009 19:49
You'll be glad to know I just ordered, and waiting for download approval.

[center]
Nickydude
Retired Moderator
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Location: Look outside...
Posted: 17th Dec 2009 20:01 Edited at: 17th Dec 2009 20:01
Quote: "Hey Bond1, there is alot of people giving your model packs away for free! is that legal? it's pretty unfair to us who bought it"


Could you email me those links so I can look into it? Please don't post any here.

xplosys
20
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Playing: FPSC Multiplayer Games
Posted: 17th Dec 2009 21:30
Quote: "Hey Bond1, there is alot of people giving your model packs away for free! is that legal?"


Of course it's not legal, and you should forward the info to bond1 via email so he can deal with it. You should also probably not be on those those websites.

Brian.

Metal Devil123
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Posted: 18th Dec 2009 18:38
Just ordered! I'm looking forward on using this! And the 2 other packs I ordered with this!!!


How many times do I walk in my sleep and I dream how much I wanna run away
rolfy
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Posted: 18th Dec 2009 21:58
For info,
NVIDIA GeForce Go 6100 integrated graphics on my laptop runs these shaders fine,this card even supports shader model 3.0
It just scrapes through, but for building/testing it does the job you couldn't PLAY games on it though but as I say its fine with all these shaders, I would just build areas test, then remove shaders till final build, maybe a bit tedious but I have no intentions of using the fully built level that comes with this anyway, I reckon with optimal use many good things can still be done with it. I wont be letting this stop me from buying this pack till I can buy me a new comp, stuck with this cos I am so far from home .
General Jackson
User Banned
Posted: 18th Dec 2009 22:35
I have a problem, if there is one of those see through doors, and you have dynamic entites in the next room, they are invisible until you open the door
Also sometimes the water fall will cut up the dynamic entities, if you dont know what I mean I will provide a video

bond1
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Posted: 19th Dec 2009 00:09
Quote: "I have a problem, if there is one of those see through doors, and you have dynamic entites in the next room, they are invisible until you open the door"



This is not a problem with FPSC or the pack itself. That is a directx 9 "sorting order" issue (supposedtly solved with directx 11).

The fix: Place transparent doors and water in your level LAST, before placing all other dynamic entities. This is how I did the showcase level. If you make a mistake and place more entities down after placing the doors, then delete the doors and rebuild your game. This will reset the "sorting order".

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"bond1 - You see this name, you think dirty."
General Jackson
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Posted: 19th Dec 2009 01:08
I see, thanks

Nexar
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Posted: 19th Dec 2009 19:43 Edited at: 19th Dec 2009 20:22
EDIT: never mind!

Nomad Soul
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Posted: 20th Dec 2009 03:58
Hi bond1

Any idea when the model pack 22 character shader based on this new technology will be ready?
bond1
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Posted: 20th Dec 2009 09:29
I'll try and get it together sometime this week. I'll then ask TGC to officially roll it into the pack, I'm guessing they are going to break for the holidays any day now. So it might be the around the first of the year.

Thanks for reminding me, I've got about 3 different projects I'm working on right now!

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"bond1 - You see this name, you think dirty."
Metal Devil123
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Location: Suomi, Finland
Posted: 20th Dec 2009 10:02
Oh! It's ready to be downloaded!!!! But cannot use before christmas...


How many times do I walk in my sleep and I dream how much I wanna run away
bond1
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Posted: 20th Dec 2009 10:05
Quote: "Oh! It's ready to be downloaded!!!! But cannot use before christmas..."


Haha, the anticipation! I really love hearing stuff like this - I hope you enjoy your Christmas present!

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"bond1 - You see this name, you think dirty."
Nexar
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Location: Sweden, Mjölby
Posted: 20th Dec 2009 10:58
hey bond, did you get the e-mail?

Roger Wilco
21
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Location: In the Shadow of Chernobyl
Posted: 20th Dec 2009 11:09
I know the feeling, Metal Devil. I got Torchlight on Steam as an early gift, but I promised myself not to play it before christmas.

I downloaded the mp-map to see how the shaders worked, and I will definitely buy this model pack as soon as I can. You did an amazing job, bond.
Metal Devil123
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Location: Suomi, Finland
Posted: 20th Dec 2009 17:25
Quote: "- I hope you enjoy your Christmas present!"

I have a feeling I will...


How many times do I walk in my sleep and I dream how much I wanna run away
Nomad Soul
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Posted: 21st Dec 2009 15:51
@bond1

I noticed if I'm using a segment with the segment shader applied and place a dynamic light in the room with light2.fpi (flashing)it doesn't show up on the segment surfaces.

If I'm using an entity with a shader applied and dynamic light with light2.fpi script, the entity will take on the dynamic light colour if in range but doesn't show the light flashing on it.

I'd appreciate any information you can provide on this.
General Jackson
User Banned
Posted: 21st Dec 2009 16:58
I am a true nerd.
Do you know what I have been doing?
Looking at all sorts of real life objects to 'see the shaders'

Bigsnake
17
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Location: England
Posted: 21st Dec 2009 17:06
getting the pack for Christmas, cant wait !!!

Metal Devil123
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Location: Suomi, Finland
Posted: 21st Dec 2009 18:30
God, I can't wait for christmas! Why did I promise to do so! But it will be worth it in the christmas then. I think this is the best 20 I've ever spent.


How many times do I walk in my sleep and I dream how much I wanna run away
Daniel wright 2311
User Banned
Posted: 21st Dec 2009 18:32
@Metal Devil123

you mean $30 right?

Metal Devil123
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Posted: 21st Dec 2009 19:19
No, I mean 20€.


How many times do I walk in my sleep and I dream how much I wanna run away
Daniel wright 2311
User Banned
Posted: 21st Dec 2009 19:29
ohh, right,lol

bond1
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Posted: 22nd Dec 2009 01:32 Edited at: 22nd Dec 2009 01:34
Quote: "I noticed if I'm using a segment with the segment shader applied and place a dynamic light in the room with light2.fpi (flashing)it doesn't show up on the segment surfaces."


FPSC doesn't pass all dynamic light information to the shader system, this is a known issue and Lee said it is on his list of future fixes. He seemed to really like this model pack so I'm confident it'll be fixed at some point.


For now, if the flickering light is essential for your game, you'll need to use it on a segment that does not use shaders. Just make a duplicate fps file and take out the shader line.

Ahh, the give and take of FPSC

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"bond1 - You see this name, you think dirty."
Nomad Soul
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Location: United Kingdom
Posted: 22nd Dec 2009 11:12
Thanks for the info Bond1

This model pack definately keeps on giving!

It'll be great when Lee implements the fix but the workaround will be just fine for now.
CoffeeGrunt
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Location: England
Posted: 22nd Dec 2009 12:48
Has anyone got shots of other segments using this shader, no offense to Bond's artwork, but I wanna see how well other segments accept it. Also, I heard it uses the Viewport as a light source, does this mean things light up as the player looks at them?

bond1
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Posted: 22nd Dec 2009 13:01
Quote: "does this mean things light up as the player looks at them?"


No, specularity (shininess) is calculated based on player eye position for segments. So the shininess of a segment is reflected back at the player as if the lightsource was coming from the player. Things don't actually light up as you look at them - this is purely a specularity calculation, not a diffuse lighting calculation.

Dynamic entities pull lighting direction directly from the lights you place in FPSC.

Is there a particular segment of yours you would like to see "shaderized"? Email it to me and I'll post some screens.

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"bond1 - You see this name, you think dirty."
Metal Devil123
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Location: Suomi, Finland
Posted: 22nd Dec 2009 13:21
Sorry, you must hate me (or not), but I activated this pack! It is awesome! I never had so much fun just looking into the mirror!


How many times do I walk in my sleep and I dream how much I wanna run away
CoffeeGrunt
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Location: England
Posted: 22nd Dec 2009 13:22
Ah right, I know how specularity works, but I thought you'd turned the player into a light source, rather than just using its coordinates to calculate the specular...

I was just wondering how it'd look on stock segments, as they're the ones that come "shader ready"...

bond1
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Posted: 22nd Dec 2009 16:17
Quote: "I was just wondering how it'd look on stock segments, as they're the ones that come "shader ready"..."


I'm guessing "out of the box" they'll look pretty horrible, since they were textured in a completely different way for a completely different set of shaders. Although I'm working on a few of them for Lee to see if they can be "revamped" for my shaders.

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"bond1 - You see this name, you think dirty."
Hador
User Banned
Posted: 22nd Dec 2009 16:23
Quote: "Looking at all sorts of real life objects to 'see the shaders'"

i have done it too.

I wish i could aford it, I might get it for christmas tho.

DONATE TO FENIX MOD!
CoffeeGrunt
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Posted: 22nd Dec 2009 20:42
I have to agree, you never notice stuff like refraction and specularity until someone actually points it out to you...

General Jackson
User Banned
Posted: 22nd Dec 2009 21:22
Quote: "I have to agree, you never notice stuff like refraction and specularity until someone actually points it out to you..."

Amen...but stuff would be real bland without it.

SOLO DESIGN
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Posted: 23rd Dec 2009 11:04
This pack is very good, but we still need normal mapping on segments to be able to really show off specularity and give X10 a run for its money.
I have segments in x10 and in x9 and x10 beats x9 hands down because of the normal mapping on segments.
IMO

Johnski
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Posted: 23rd Dec 2009 17:44
wow that model pack is very good i am going to get it""

syko games
PW Productions
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Location: sitting in a chair.
Posted: 24th Dec 2009 03:43
Quote: "@bond1

I noticed if I'm using a segment with the segment shader applied and place a dynamic light in the room with light2.fpi (flashing)it doesn't show up on the segment surfaces.

If I'm using an entity with a shader applied and dynamic light with light2.fpi script, the entity will take on the dynamic light colour if in range but doesn't show the light flashing on it.

I'd appreciate any information you can provide on this. "


Yep, same here... Any help?

PwP

bond1
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Posted: 24th Dec 2009 16:59
Already answered this question a few posts above.

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"bond1 - You see this name, you think dirty."
PW Productions
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Posted: 25th Dec 2009 04:41
Saw it, sorry

-PwP

proart
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Location: Hungary
Posted: 25th Dec 2009 20:58
hi
I create a segment, and i use bond1 lobby wall shader but the shader not working on the segment.

http://img689.imageshack.us/img689/4909/bondc.jpg
Chris Redfield 2008
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Posted: 25th Dec 2009 23:50
Jeez, I can't stop watching the teaser trailer, lol! This pack will really come in handy for me... Good work Bond!

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?
PW Productions
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Posted: 25th Dec 2009 23:55
@proart,

You need the following textures for the shader to work:

(yourtex)_D.dds
(yourtex)_D2.dds
(yourtex)_I.dds (<-which is basically a greyscale version of the texture)

Cheers

PwP

General Jackson
User Banned
Posted: 26th Dec 2009 02:06
Not I, but S

AaronG
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Location: Millstone, NJ
Posted: 26th Dec 2009 02:32
So get this.

I had the pack working fine, water and all. But, today, I got a 23" HD Monitor for Christmas, and after hooking that up the water (shader still works)slowed down. Like, the animation of the water and puddles looked like the frames per second had been turned down. How can I go about fixing this?

I even tried updating the drivers, and the weird thing is, even the water in X10 isn't working either. It's experiencing the same "slow frame rate" even though the game itself is fine.

I tried uploading a vid but I'm experiencing an error.

Bigsnake
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Location: England
Posted: 26th Dec 2009 02:41
Whooohooo !!! Got the pack today, its really good

Nice work Bond1

fpsc-world, fpsc fan site
Vista, Amd Athlon 7750 (64 bit + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
PW Productions
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Location: sitting in a chair.
Posted: 26th Dec 2009 03:25 Edited at: 26th Dec 2009 03:27
Quote: "Not I, but S"


It is I. If you do a search in the Metro texturebank folder for _S, no segment textures come up...

At first I thought it was _S, but that was my problem when I made a custom segment. I then replaced the _S with _I and it worked. I also checked the shader file to veryify

Merry Christmas,

PwP

EDIT: Sorry, uploaded wrong pic...

General Jackson
User Banned
Posted: 26th Dec 2009 03:38
Oh, your talking about segments, sorry, havent looked at those.
I know S works fine for entities

Decneo
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Posted: 26th Dec 2009 07:22
nice and cool
proart
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Location: Hungary
Posted: 26th Dec 2009 13:50
Hey PW Productions I make a 3 textures for a segment but the shader not working :S I create a segment with s3d lite

http://img195.imageshack.us/img195/3719/bug1lg.jpg

http://img40.imageshack.us/img40/6522/bug2oi.jpg
MBakke
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Location: Norway, Trondheim
Posted: 28th Dec 2009 18:30
I really need this pack for a game, but the game is in x10. Is there a way to open an x10 game when an x9 level is finished?

> Open x9 game > Play > Finish > Auto Close > Auto Open x10 game?

Kravenwolf
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Location: Silent Hill
Posted: 30th Dec 2009 10:21
@bond1, I finally got my new computer setup and everything from the old computer installed on it. And I finally got the chance to mess around with this model pack a little bit earlier today, and threw together a small level.

My GTS 250 ran your showcase map at around 60FPS with V1.16 (no mod installed), full shader effects, and dynamic lighting. I believe V1.16 is capped at 60FPS, because it seemed like my computer wanted to do more.

Anyway, the new shaders were everything I was hoping they would be. I'm very glad that I made the decision to upgrade to a more up-to-date computer and take advantage of these shaders for the new year. Now, I'm anxious to see how I can use these new effects with my own models

Here are a few screenshots of a dark hallway I threw together in a few minutes. Nothing special, but I figure screenshots are always a good thing, right?





Kravenwolf

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