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FPSC Classic Models and Media / Segments with Bond's Technology

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Mr Game
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Posted: 3rd Jan 2010 21:57
Hi,
Today I was experiment with some .fx effects comes with
Bond's excellent pack 38.
I had it without CrazyBump, just in Photoshop.

Insomnia is coming...
Mr Game
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Posted: 3rd Jan 2010 21:58
another

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Mr Game
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Posted: 3rd Jan 2010 21:58
last by now

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Mr Game
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Posted: 3rd Jan 2010 22:01
and video with this effect on table

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Aaagreen
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Posted: 3rd Jan 2010 23:33
Looks like someone is putting these shaders for their proper use. Good work.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
Mr Game
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Posted: 4th Jan 2010 06:59
Thanx Aaagreen. Yours segments are realy good too.

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Metal Devil123
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Posted: 4th Jan 2010 14:21
Sorry if this sounds nooby, but how do you apply those shaders into other segments?

Mr Game
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Posted: 4th Jan 2010 14:47 Edited at: 4th Jan 2010 14:48
If You have got MP 38 just study Bond's texture files and discover
how it works (file _D.dds, _D2_dds and _I.dds with gray or gray with color tint or color texture). specular texture must be more sharpen and contrast or even semi-color.
By the way I have question to Bond1.
What colors like each other (gold ornament on red wall
U have with tint green I notice, but another colors)?

Best
Mr Game

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TheK
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Location: Germany
Posted: 4th Jan 2010 14:47 Edited at: 4th Jan 2010 14:49
Open up the FPE file of the segment and put the path to the shader into the lines, which say "effect=".

For example: "effect0 = effectbank\metro theater\segments\lightmapped\wall.fx"

You need at least two other maps of your textures, to make this work!
For the "wall.fx" shader you need an alternative texture map (_D2) and an illuminationmap (_I)!

Have fun!

Best,
TheK

Metal Devil123
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Posted: 4th Jan 2010 14:52
Thanks, I will!

bond1
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Posted: 5th Jan 2010 11:52
Yes very good, just how they should be used - to bring out additional detail rather than just brightening up the whole thing. mAcpo's "Shadow People" game makes good use of them too.

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Silvester
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Location: Netherlands
Posted: 5th Jan 2010 11:55
Hmm, this just makes me want to buy it even more some time.. It makes everything look a lot more fancy and somewhat like the Source engine. Besides I'm getting tired of the darn flat boring walls. Now to just get my darn paycheck sorted out.


EDP Map Editor[2D]
bond1
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Posted: 5th Jan 2010 12:17
Quote: "For the "wall.fx" shader you need an alternative texture map (_D2) and an illuminationmap (_I)!"



Just to be clear to avoid any confustion ,the _I texture is a specular map, not an illumination map.

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"bond1 - You see this name, you think dirty."
Mr Game
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Posted: 5th Jan 2010 12:38
Bond1- are U familiar with this free awesome soft
for texturing?
http://www.mapzoneeditor.com/

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bond1
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Posted: 5th Jan 2010 12:57 Edited at: 5th Jan 2010 12:57
Quote: "What colors like each other (gold ornament on red wall
U have with tint green I notice, but another colors)?"


For metals (gold, copper, brass), the specular should be close to the same color as the diffuse. I used a greenish tint to make it appear slightly tarnished.

Also try using colors that are opposite each other on the color wheel will make the specular become desaturated, good for making things look "old".

It depends on the surface though...I usually end up doing quite a bit of trial and error until I get the effect I want.

Quote: "Bond1- are U familiar with this free awesome soft
for texturing?"


I use it from time to time, but usually end up doing things mostly in photoshop.

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"bond1 - You see this name, you think dirty."
Mr Game
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Posted: 5th Jan 2010 13:40
bond1 - thanx for answers for my question.
I also do my work in Photoshop with Nvidia DDS and Texture plugins.
BTW. When will be available Yours MP22 update in new shaders?

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TheK
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Posted: 5th Jan 2010 15:00
Oh, thanks for sorting that with the "_I" out, bond1.

Best,
TheK

bond1
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Posted: 5th Jan 2010 16:19
Quote: "When will be available Yours MP22 update in new shaders?"


Sometime this week.

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"bond1 - You see this name, you think dirty."
Nomad Soul
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Location: United Kingdom
Posted: 8th Jan 2010 17:19
@bond1

Has the new model pack 22 shader been released yet?

Will this be an extra for that pack or will I have to download the whole pack again?
bond1
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Posted: 8th Jan 2010 17:38
I'll have it ready sometime this weekend for sure.

I'll advise TGC to put it as a separate download, no sense in having to download the whole pack again.

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PW Productions
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Posted: 11th Jan 2010 03:42
MP22 New shader? How did I not know? Could someone inform me please...

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Nomad Soul
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Posted: 19th Jan 2010 12:57
@bond1

Can you confirm if the new model pack 22 shader has now been uploaded?
bond1
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Posted: 19th Jan 2010 17:03
Quote: "Can you confirm if the new model pack 22 shader has now been uploaded?"


Actually, it will be included in the forthcoming 1.17 update for FPSC. Along with a lot of other exciting things. If you must have it before the new update, send me an email.

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"bond1 - You see this name, you think dirty."

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