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FPSC Classic Product Chat / Dark Shader and FPSC

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SOLO DESIGN
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Posted: 5th Jul 2010 15:52
Hi,
Just got Dark Shader and was wondering why shaders created by it could not be used in FPSC?

Seeing as Dark Shader is programmed in DBP and FPSC is programmed in DBP too and accepts shader .fx files.

Seems a pity that this great utility is not more flexable to the TGC game creation stable of programs rather than specifically DBP.

Any thoughts on this....
PW Productions
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Posted: 5th Jul 2010 16:15
That's very odd. Bond1, the most popular shader and character artist of FPSC, uses Dark Shader all the time and sells packs of shaders. You might want to consider e-mailing him/finding him.

Nomad Soul
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Posted: 5th Jul 2010 16:17
Shaders created in Dark Shader can be used in FPSC.

If you want to use the full screen shaders you need to use Project Blue mod as its currently the only version of FPSC which supports them.

Not all of the Dark Shader effects work with FPSC out of the box however and most shaders written for DBPro are not compatible with FPSC because they use multiple cameras etc.

Bond1, Ply and Coz are the FPSC shader experts so they might be able to help explain how shaders need to be setup to work in FPSC.

Shader programming in general is a specialist area so unless you are willing to invest a bunch of time learning HLSL its probably best to stick with the shaders which have been provided around the forums.

bond1
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Posted: 5th Jul 2010 16:27
When you're talking about shaders for game engines, whether it be FPSC, Valve, Unreal, etc., they are extremely specific to that particular engine. You wouldn't be able to interchange them.

That's because the engine "communicates" with the shaders, and passes specific information to them. For example, some things that FPSC passes to the shaders are ambient light color, local light color, local light position, and even the lightmap texture itself!

The included Dark Shader shaders are written in the most generic way possible to provide a "blank slate" that can be further modified to be used in DBPro, FPSC, or anything else that uses HLSL shaders.

If there's a specific effect you want to be made FPSC compatible, I'll try and help. Many of the shaders I've released are Dark Shader and FPSC compatible as well.

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"bond1 - You see this name, you think dirty."
SOLO DESIGN
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Posted: 5th Jul 2010 16:37
bond1 thanks for the explanation, I would love to see the following a fire/molten glow/ghost/smoke/shadow/ice shaders that makes characters look like they are made from smoke,shadow,fire,ice etc.

As you said on another post, the main reason for gettign DARK SHADER is to see how the normal mapped objects etc look as the editor shows exactly what it looks like in game -huge help when checking the look of normal mapped textures.

Shaders just facinate me!!!!

Thanks again.

Regards
Red Eye
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Posted: 5th Jul 2010 16:39
Well ,I want to clear something up here. DARK Shader, does NOT create shader, its simply a shader viewer.

SOLO DESIGN
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Posted: 5th Jul 2010 16:47
See below ......


"Dark Shader allows you to select a shader from a collection that are provided with the application, or one of your own, and to modify any variables it contains without having to open the shader's source code. The shader variables can be modified using sliders, color pickers, or text entry depending on the variable's type. Changes can then be exported along with any model and textures you have selected to be used in DarkBASIC Professional and Dark GDK."




bond1
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Posted: 5th Jul 2010 16:48 Edited at: 5th Jul 2010 16:49
Quote: " I would love to see the following a fire/molten glow/ghost/smoke/shadow/ice shaders that makes characters look like they are made from smoke,shadow,fire,ice etc."



Oooh just wait until 1.17 is released. FPSC will be able to communicate even more with shaders...through scripting! One of the first things I'll be doing is making an ICE shader, and through scripting have the character "melt" to life and vice-versa. 1.17 is going to open up a whole new world things way beyond the played-out bloom effect.

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"bond1 - You see this name, you think dirty."
SOLO DESIGN
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Posted: 5th Jul 2010 16:51
WOW

Sounds fantastic!! that really would be SHADER POWER!!

Cannot wait bond1. But until then I have tonnes of stuff to keep me busy....


Again many thanks for your work here for FPSC.
Red Eye
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Posted: 5th Jul 2010 16:59
@SoloDesign: It allows u , because u can write it. But itsnt a visual drag and drop 3dsmax like exporting material/effect editing. Srry.

Bigsnake
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Location: England
Posted: 5th Jul 2010 18:47
Quote: "FPSC, Valve, Unreal"


Valve = Source



I used darkshader to make myself a parallax shader for FPSC, it kinda worked but the bump mapping didn't work correctly. I would show an image but I don't have FPSC and DarkShader installed anymore.

But then again, I might not have coded it properly cause I used a tutorial quite a bit.

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
creator of zombies
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Posted: 5th Jul 2010 23:56
Sounds awesome Bond!

@Original Poster: If you or anyone else need any help with HLSL shaders etc, and cant seem to pin bond or ply down, then I'm always around to help. I may of retired from game dev, but I still keep my hand in the HLSL programming universe; due to I'm currently writing vast amounts of shader logic for some sideline projects.

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
Shadowtroid
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Posted: 7th Jul 2010 01:24
Quote: "communicate even more with shaders...through scripting!"


Holy crap, seriously? I never heard of that!!

That gives me great promise in a future project...

I may have to contact one of you shader people in the future because I have a project involving a shader that I may need your help on.

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