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

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Red Eye
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Posted: 30th Dec 2009 11:50
Nice kravelwolf , finnaly i see fine use of this model pack.


xplosys
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Posted: 30th Dec 2009 14:34
Quote: "My GTS 250 ran your showcase map at around 60FPS with V1.16 (no mod installed)"


It was my understanding that V1.16 was capped at 38. Are you sure you're not still running a modded exe? Nice atmosphere in the screen shots.

Brian.

Bigsnake
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Posted: 30th Dec 2009 14:50
Quote: "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"."


wow seriously ?

Microsoft have some work to do then

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bond1
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Posted: 30th Dec 2009 15:12 Edited at: 30th Dec 2009 15:12
Quote: "Microsoft have some work to do then"


Microsoft fixed it in directx 11, finally.

It's been a headache for level designers and 3d artists for YEARS. Especially alpha hair on characters, each strand of hair would need to placed in a back-to-front order, really hard to keep track of!


Really nice Kravenwolf! I adore those hallways, they are a bit unsettling.

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Nickydude
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Posted: 30th Dec 2009 18:17
Quote: "Microsoft fixed it in directx 11, finally."


So if I bought this pack and created a game on Windows 7 then it would work ok? I tried the multiplayer game that was created with the theatre pack (http://forum.thegamecreators.com/?m=forum_view&t=161963&b=25) and objects disappeared behind the water.

Viriatos
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Posted: 30th Dec 2009 20:28
Quote: "So if I bought this pack and created a game on Windows 7 then it would work ok? I tried the multiplayer game that was created with the theatre pack (http://forum.thegamecreators.com/?m=forum_view&t=161963&b=25) and objects disappeared behind the water."


I tried it on Windows 7, and works fine.

Sintra, The Underground Empire [WIP] - http://forum.thegamecreators.com/?m=forum_view&t=153787&b=25
Nickydude
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Posted: 30th Dec 2009 20:54
So you can place the water and objects in any order?

Viriatos
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Posted: 30th Dec 2009 22:35 Edited at: 30th Dec 2009 22:37
My mistake Nick.
I've tried Children of the Night - http://forum.thegamecreators.com/?m=forum_view&t=162969&b=25 - and moved the dynamic objects over the water and everything was alright.

Sintra, The Underground Empire [WIP] - http://forum.thegamecreators.com/?m=forum_view&t=153787&b=25
bond1
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Posted: 31st Dec 2009 00:57
Even on Windows 7 it's still be running under directx9 so you would still have to deal with the z-sorting. I don't know of any games that use directx 11 yet.

You just have to use some care when building levels with lots of alpha-blended transparency. Place those objects last in your level, place them up against walls (so lots of things aren't behind them). And remember you can always reset the sorting order by deleting the transparent objects and re-testing your game.

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Hockeykid
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Posted: 31st Dec 2009 02:55
Quote: "It was my understanding that V1.16 was capped at 38. Are you sure you're not still running a modded exe? Nice atmosphere in the screen shots."


He means by pressing X in game. Because of V1.16s Vsync it won't go past 60 fps (uncapped or not)

Nomad Soul
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Posted: 31st Dec 2009 05:02
@bond1

I just realised that Project Blue mod allows dynamic lighting to work with entities using your new shaders. It will be great if Lee can update the engine to support dynamic lighting with segment shaders.

Small vid attached.
bond1
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Posted: 31st Dec 2009 07:37
Wow that's awesome Nomad Soul, I might have to get me some Project Blue. Good for the mod guys!

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Spycrabz
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Posted: 4th Jan 2010 09:21
Just bought this, but im a total noob with shaders Could anyone help me with how to get them onto stock/model pack segments?



Steam: mogbog123
Juzi
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Posted: 5th Jan 2010 19:48
Placed my order. Can't wait to get my hands on these shaders and models

I dance in tune with what I fear to do adrenaline.
Nomad Soul
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Posted: 8th Jan 2010 17:24
Has anyone else noticed how similar bond1 sounds to John Carmack?

I guess it makes sense as they are both graphics programmers.
Wraith Staff
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Posted: 8th Jan 2010 19:54
Quote: "Has anyone else noticed how similar bond1 sounds to John Carmack?"


Hmmm... never really thought about it... but if he's John Carmack, then who's his John Romero?!?


Physix Coming Soon...
SGJB
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Posted: 9th Jan 2010 22:09 Edited at: 10th Jan 2010 13:14
I used the static mannequin's textures and effect and the texture shows up black, what should i do to make the texture show up properly?
proart
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Posted: 11th Jan 2010 15:18
hi
I create a segment, and i use bond1 lobby wall shader but the shader not working on the segment.I dont understand what do I wrong





I create the segment with s3dlite
Marc Steene
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Posted: 11th Jan 2010 17:10
Looks really good bond1, just received the pack and tested the included fpm. But please could you create a tutorial on how to get the shaders to work on custom entities and segments? I've tried so far with no success Thanks.


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bond1
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Posted: 11th Jan 2010 23:56
Just follow the included media as a template, nothing special here that would require a tutorial. But follow everything EXACTLY, textures must be named with the correct suffix, and MUST be placed in the texturebank folder or a subfolder of the texturebank folder.


If there is a specific shader you need help with, let me know which one.

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Marc Steene
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Posted: 12th Jan 2010 08:27 Edited at: 12th Jan 2010 09:12
Quote: "If there is a specific shader you need help with, let me know which one."


Maybe you could provide an explanation of what each shader does? Is there any difference between the dynamic and static shaders? What's the difference between normal and herospec? What's spec64_normal? spec_normal2?

EDIT: Just tested the shader dynamic\specnormal.fx on a stock WW2 Wardrobe and Model Pack 16 Walnut Drawers. Created _I _D and _N textures for both of them using Crazy Bump, placed them in the same folder as the entities original textures and had no luck (Yes, they were dynamic and a light source was present).


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SGJB
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Posted: 12th Jan 2010 12:58
Thanks bond! you solved my problem, thanks.
bond1
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Posted: 13th Jan 2010 06:56
Quote: "EDIT: Just tested the shader dynamic\specnormal.fx on a stock WW2 Wardrobe and Model Pack 16 Walnut Drawers. Created _I _D and _N textures for both of them using Crazy Bump, placed them in the same folder as the entities original textures and had no luck (Yes, they were dynamic and a light source was present)."


Could you post the textures you've made and the altered fpe file you've made for this object? There's no secret formula here, as long as you use an existing object that uses that shader as a template it'll work. Everything sounds good from what you're saying, but without looking at your files directly it's hard to say what could be going on.

The dynamic shaders are meant for dynamic objects, they can use normal mapping and pull light info from FPSC. Static shaders are meant for static objects, these cannot do normal mapping and use "hero" lighting based on player (hero) position. Spec64_normal has tighter gloss exponential than spec_normal. Basically, when you see an effect you like in the theater, look at which shader that object is using and use it as a template.

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Marc Steene
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Posted: 13th Jan 2010 07:09
I'll post the textures for the stock wardrobe. Here they are:





FPE:


;header

desc = storageg

;ai
aiinit = appear1.fpi
aimain = default.fpi
aidestroy = disappear1.fpi

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;orientation

model = meshbank\ww2\scenery\furniture\storageg\storage_g.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 4
collisionmode = 1

;visualinfo

textured = texturebank\ww2\scenery\furniture\storageg\storage_g_d2.tga
effect =
castshadow = 0


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bond1
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Posted: 13th Jan 2010 08:35 Edited at: 13th Jan 2010 10:10
Works fine for me, see screenshot.

Three errors I see, for this shader:

1. defaultstatic = 1 should be defaultstatic = 0
2. no effect specified in the fpe, should be effect = effectbank\metro theater\entities\dynamic\spec_normal.fx
3. Textures are in png format, should be in dds format

The template needs to be followed exactly.



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Marc Steene
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Posted: 13th Jan 2010 12:53
I got it working, thanks for the help. I think my problem was I was changing settings within FPS Creator rather than physically editing the fpe file. But now that's fixed, it's a pretty sexy wardrobe



FPSC MIGRATION: http://bit.ly/5I8LYO
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Mr Game
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Posted: 18th Jan 2010 19:03
Hi,
I have this no seamless textures error with yours original
map .fpm included with MP38.
What is going on (lights make this problem)?
Any suggestions Bond1?

Insomnia is coming...
Mr Game
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Posted: 18th Jan 2010 19:05
and this example

Insomnia is coming...
SGJB
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Posted: 18th Jan 2010 23:51 Edited at: 18th Jan 2010 23:51
Maybe you should set your lightmap quality to a higher level.
bond1
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Posted: 19th Jan 2010 06:49
Yep it's a lightmap error. There is simply not enough resolution in your lightmaps to make a smooth transition between segments.

I have my lightmap quality set to 25 - which is a good balance between visual quality without totally consuming all of your graphics memory.

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charger bandit
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Posted: 19th Jan 2010 20:21
Bond the shaders are great but im getting the same error over and over again.I make a new segment,make all proper shadermaps and apply them on the segment and I make a small room,place a static light and it works.Then I start a new level and place a room and test without lights,works.Once I add lights and test the segments go transparent.Whats wrong?

A.K.A djmaster
Mr Game
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Posted: 19th Jan 2010 20:56
Thanx for answers for my problem.
25 is ok for lightmap quality and problem fixed,
but I still have some edge between segments in above
like this.

Insomnia is coming...
bond1
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Posted: 19th Jan 2010 20:57 Edited at: 19th Jan 2010 20:58
Quote: "Once I add lights and test the segments go transparent.Whats wrong?"


Hard to say without seeing your .fps file or textures.

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bond1
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Posted: 20th Jan 2010 03:17
Quote: "Thanx for answers for my problem.
25 is ok for lightmap quality and problem fixed,
but I still have some edge between segments in above
like this."


All I see is that beautiful specular highlight on the far left.
If you're talking about the slight seam between the middle and topmost segment - that is an antialiasing artifact. Unfortunately that is something you just have to live with, on a large flat wall like this and FPSC's segment based workflow.

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PW Productions
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Posted: 20th Jan 2010 03:33
Limitations of FPSC... defied by the one and only, bond1.

-PwP

New Site is up! Go check it out!
charger bandit
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Posted: 20th Jan 2010 15:26
Bond,I fixed my problem by placing one of your MP38 segments in the level then everything magically works.Werid.

A.K.A djmaster
SGJB
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Posted: 27th Jan 2010 00:00
Hi Bond, I was wondering if it is possible to edit one of the segment shaders to just get the normal mapping to show, if so how? The Specular is good, but I’m thinking about brick walls, they're not really shiny. Thanks.
bond1
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Posted: 27th Jan 2010 08:56
Quote: "Hi Bond, I was wondering if it is possible to edit one of the segment shaders to just get the normal mapping to show, if so how?"


The segment shader only does specular right now. You can still get a decent look for bricks by using a subdued spec map, and only highlighting the edges of the bricks.

Normal mapped segments and entities PLUS lightmapping will be in my next model pack. (Oops did I say that out loud?) Hehe.

What should it be though....The Metro Hospital, The Metro Subway, hmm. I like the idea of continuing the "Metro" series of model packs based on an environment that you can drop right in to the editor.

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Mr Game
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Posted: 27th Jan 2010 09:23
Great, new pack, hurra!
I want be a patient in your hospital
And Metro hotel or mall will be good too...

Insomnia is coming...
Nickydude
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Posted: 27th Jan 2010 13:39
Quote: "What should it be though....The Metro Hospital, The Metro Subway, hmm. I like the idea of continuing the "Metro" series of model packs based on an environment that you can drop right in to the editor."


It might be nice to have a few 'outside metro theater' segments in the next pack, that way you can create the outside of the theater as a continuation.

Nomad Soul
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Posted: 27th Jan 2010 18:02 Edited at: 27th Jan 2010 18:03
I've just read that bond1 will be releasing a segment shader which supports normal mapping and specular mapping in his next model pack.

Bond1 has solved entity and character shaders, if he really has solved segment shaders this is incredible.

We must ask Lee to ensure dynamic lighting information is passed to the shader system so we have fully unified shaders, lighting and shadows
Daniel wright 2311
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Posted: 27th Jan 2010 18:51
Quote: "What should it be though....The Metro Hospital, The Metro Subway, hmm. I like the idea of continuing the "Metro" series of model packs based on an environment that you can drop right in to the editor."


the only problem with this idea is you only make one level and a level that is real smal at that. if you want to push this idea then make huge levels not just one. not that you should make every ones game for them,lol. just stating that if your going to do this do it all the way.

bond1
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Posted: 28th Jan 2010 02:01 Edited at: 28th Jan 2010 02:02
Quote: " if he really has solved segment shaders this is incredible."


Oh it's coming all right. The thing that previously prevented normal mapped segments is because FPSC does not pass tangent space vectors to shaders for anything that used the lightmapper. You could do normal mapping on dynamic entities, but then you had to give up the lightmapping.

I just got the book ShaderX5, and there is a white paper on calculating the tangent space vectors directly in the shader without relying on the application to pass this info. I've managed to squeeze the technique into a ps2.0 shader. So that means we can finally have normal mapped segments and entities that also can be lightmapped! Great times are ahead for X9!

Here's an early pic, the tangent space vectors are calculated entirely in the shader, plus spec mapping (notice how some bricks appear wet).



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PW Productions
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Posted: 28th Jan 2010 02:58
Quote: "Normal mapped segments and entities PLUS lightmapping will be in my next model pack. (Oops did I say that out loud?) Hehe."


Mmph! Eagerness building up already!

And that brick wall is friggin' sexy, nice job!

-PwP

New Site is up! Go check it out!
bond1
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Posted: 28th Jan 2010 07:06
To prove that I deliver on my words, here is a picture from X9, clearly showing normal mapping on the wall. The thing to notice is that the lightmapping is also present. All running under a fast ps2.0 shader.

One more nail in the coffin for X10, bwahahahhaha.



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Cosmic Prophet
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Posted: 28th Jan 2010 16:35 Edited at: 28th Jan 2010 16:36
Wow, That looks fantastic! Incredible work here Bond1. Looking forward to seeing more screens.

In the Universe, nothing ever stays the same.
SGJB
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Posted: 28th Jan 2010 19:05 Edited at: 28th Jan 2010 22:34
I second that, can't wait, You just have to release this shader quick.
Aaagreen
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Posted: 28th Jan 2010 21:47
I would dig a subway pack. I mean that is a rarely covered content area in FPSC and you'd do it well.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
bond1
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Posted: 29th Jan 2010 02:19 Edited at: 29th Jan 2010 02:20
Quote: "I would dig a subway pack. I mean that is a rarely covered content area in FPSC and you\\\'d do it well."


Thanks, I'm leaning toward that too. Plus some really cool subway tiles would lend themselves well to the new normal mapping segment shader.

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AaronG
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Posted: 29th Jan 2010 03:16
I would quite literally pay $20 for that shader alone.

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