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FPSC Classic Models and Media / Free Segment [Utilizing bond1's wall shader in Model Pack 38!] "Scratched Hallway"

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AaronG
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Location: Millstone, NJ
Posted: 7th Dec 2009 02:51
Hey everyone,

I was recently fiddling around with the shaders in Model Pack 38, and figured why not give it a shot on making my own segment? So, that's exactly what I did.

This segment uses the "wall.fx" shader that is included with MP 38, and has diffuse and specular maps that create a beautiful effect in game, thanks to bond1 of course!

The download is attached. Just place the files in your segments library.



-AaronG

Note: This does NOT include any shader files.


MK83
FPSC Reloaded TGC Backer
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Posted: 7th Dec 2009 03:03
cool, thanks

mk83 Productions
Cleve Blakemore
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Posted: 7th Dec 2009 03:11
This is just plain awesome on so many levels I don't even know where to begin. Looks fantastic in Unity with similar Lambert shader. That's the perfect texture for a grungy lived-in environment, looks extremely natural with just about any props.

The best game to work on is the one you enjoy playing the most.
AaronG
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Location: Millstone, NJ
Posted: 7th Dec 2009 03:40
Thanks for the great complement Cleve!

I'm just trying to kick alot of media out over the next few days to increase the amount of media on my new website.


ASTECH
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Posted: 7th Dec 2009 04:00
I really like the look of this.
Mind typing out a .txt file with a tutorial on setting
up your wall textures and segments with the wall shader use?

I've got CrazyBump so I can make Specular's for my diffuse
and so on. I'm wanting to have all my wall textures to be able to
pull this effect off.

A video would be nice too. I know this sounds like too much but
I'm puzzled and I'm sure people would love a nice tutorial.

Thanks!

-Indestructible-

Braden 713
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Location: Canada
Posted: 7th Dec 2009 04:05
Wow, thanks for the work you've put into this man! It's very nice of you to share with the community - awesome to see what can be achieved with bond1's wonderful shaders as well!

Keep it up bro

Cheers

Life would be much easier if I had the source code.
AaronG
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Location: Millstone, NJ
Posted: 7th Dec 2009 04:29
@ ASTEK
I was actually going to post a video (along with a new free segment!) on my website within the hour!

@Braden
Thanks alot man, enjoy the segment.


PW Productions
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Location: sitting in a chair.
Posted: 7th Dec 2009 05:04
Ah, just what I needed! Thanks, Aaron

Keep making more, those segments are fun to make with those shaders I've made 4 already!

Cheers

PWP

TeMpLaR1
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Posted: 7th Dec 2009 05:37
It looks very nice, very high quality, well done.

Also if you know how to use FTP i can supply you with ad free webspace for your site.

AaronG
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Posted: 7th Dec 2009 05:37 Edited at: 7th Dec 2009 05:38
Okay everyone, the video tutorial ASTEK requested is available on my site. Just click my sig! If the player doesn't work, let me know and check back later due to possible processing.

Edit: @ Templar
Thanks for the kind gesture, but right now Freewebs is cutting it for me. I'll be buying hosting from them soon.


AaronG
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Posted: 7th Dec 2009 05:54 Edited at: 7th Dec 2009 05:54
[Double Post]
Just released a new texture (pixel shader 2.0), it's available on my site.

"New Steel"



-AaronG


Braden 713
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Posted: 7th Dec 2009 06:44
Hey man is the texture for the first segment in the download? I can't seem to get it to work, comes out as all white in the editor

Life would be much easier if I had the source code.
AaronG
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Posted: 7th Dec 2009 14:15
Yeah there should be a _D,_D2, and an _I. The .fps should have the second diffuse texture as it's main texture. (_D2.DDS) I'll double check the .zip when I get home later.


leosmontu
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Posted: 7th Dec 2009 14:28
Thanks AaronG .Great Work.


SAGOPA KAJMER Real Rapper
''Gravestones similar to each other People like''
ASTECH
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Posted: 7th Dec 2009 15:17
Thanks Aaron for this great stuff and the video!
I can now (along with the rest of us), utilize them and make
a beatiful game that includes specular maps and great wall effects.

-Indestructible-

AaronG
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Posted: 7th Dec 2009 15:34
Oh you got the vid working? I couldn't last night. I'm glad you're appreciative but bond1 did the real work! Haha.


Black Profductions
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Posted: 7th Dec 2009 18:16
aarong, are u interested in working in a project as a texture artist?
Its being made in unreal developing kit
Contact me to this mail if u are interested: [email protected]

ASTECH
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Posted: 7th Dec 2009 23:23
Well, I actually had time to try and watch the whole thing but it
stops way too much. I don't know if its the hosting site or what
but I haven't been able to watch the whole thing.

-Indestructible-

AaronG
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Posted: 8th Dec 2009 00:07 Edited at: 8th Dec 2009 00:56
EDIT: Didn't allow. E-mailing you.


teamhalo
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Posted: 8th Dec 2009 12:03
This segment looks very nice, a lot of people will enjoy this!
Good work.

ASTECH
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Posted: 8th Dec 2009 13:35
Hey Aaron,

Email me at [email protected]

Thanks

-Indestructible-

creator of zombies
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Location: UK: West Wales
Posted: 8th Dec 2009 14:05
Just a tip for you all. The reason the segements are appearing white in the editor is because all the textures have to be placed in the texturebank folder.

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
ASTECH
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Posted: 8th Dec 2009 14:30
Quote: "Just a tip for you all. The reason the segements are appearing white in the editor is because all the textures have to be placed in the texturebank folder."


Why? Did you not do that at first? lol

-Indestructible-

creator of zombies
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Posted: 8th Dec 2009 14:35
Quote: "Did you not do that at first?"

Nope..The stomach flu virus must be affecting my brain

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
AaronG
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Posted: 8th Dec 2009 14:46
Hm are you sure? Because I used Signs to help create the segments, and the path of the texture in the .fps is directed towards the segment bank.

But, hey whatever works for ya! Haha.


creator of zombies
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Posted: 8th Dec 2009 15:19
Here a two screenshots I took of a recently made segment with Bond's 'Wall.fx' shader applied.





CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
AaronG
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Posted: 8th Dec 2009 15:26
For some reason your textures look low res.


creator of zombies
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Posted: 8th Dec 2009 15:32
Yeah..I just realised I hadnt converted it to a higher resolution

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
bond1
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Posted: 8th Dec 2009 15:35 Edited at: 8th Dec 2009 15:36
Nice, mind if I give some critique?

The specular texture would work better with more contrast, A LOT more contrast. Really crank it up, it will make the shiny areas pop a lot more compared to the dull scratched areas. Even applying a bit of sharpening helps too.

When the spec texture has doesn't have enough contrast, the specular almost looks just like a flashlight. What you want to do is make a very obvious difference between shiny and dull areas. CoZ's screenshots are getting there,especially on the lower half of the wall where it looks like there is some depth because of the shiny/dull contrast.

----------------------------------------
"bond1 - You see this name, you think dirty."
creator of zombies
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Posted: 8th Dec 2009 15:49
@Bond 1: Like this?:



CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
bond1
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Posted: 8th Dec 2009 15:57
Whatever looks right to you, there is no hard rules or "one way" to do it. I was just giving general advice to Aaron's stuff, where the specular highlight looks more like a big bright circle.

In general, there should be a good amount of contrast in the spec map, to really differentiate shiny/dull. Be sure to experiment with color! Look at the lobby wall textures for example.

----------------------------------------
"bond1 - You see this name, you think dirty."
Mr Game
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Posted: 8th Dec 2009 19:39
Yeah, they look like a flashlight.
So the key is the proper texture like Bond1 said.
I will be experiment with this.

Insomnia is coming...
TeMpLaR1
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Posted: 8th Dec 2009 19:43 Edited at: 8th Dec 2009 19:47
Quote: "Edit: @ Templar
Thanks for the kind gesture, but right now Freewebs is cutting it for me. I'll be buying hosting from them soon."


Thats cool, mine was free as well but if yours is working for you then its all good. Downloaded your segment just then, looks great even without the shader, this computer im using doesnt take kindly to shaders so I couldn't see it in its full glory even if I had model pack 38 .

AaronG
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Posted: 9th Dec 2009 00:20
Haha, thanks man.

Yeah, I believe the specular map appeared bright because I had a bloom .dll running at the time. Here's that SAME shot, without the bloom mod.


PW Productions
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Posted: 9th Dec 2009 01:07
Alright, got a chance to try them out. My only suggestion is to cut down on the scratches For that type of environment, it seems unrealistic. Although, depending on some environments, it'd look great.

You should release grungy and clean versions of your segments... That'd be cool

Cheers Aaron

PWP

AaronG
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Posted: 9th Dec 2009 01:58
Well, mother nature might want to know that crit about the scratches because it's based off of a photo

But I understand what you're saying. I can't really reveal anything yet about the "grungy and clean" segments because there just may be a pack coming your way very soon.


ASTECH
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Posted: 9th Dec 2009 22:21
I forgot to thank you Aaron so here is to thanking you for
that video!

-Indestructible-

AaronG
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Posted: 9th Dec 2009 22:23
Haha, no problem man.

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