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FPSC Classic Product Chat / **CoZ W.I.P 1.17 Shaders Thread**

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creator of zombies
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Posted: 19th Jul 2010 20:24
**CoZ W.I.P 1.17 Shaders Thread**

With Lee currently rolling the latest BETA's of 1.17 out the door, I decided I should dedicate my precious free time to developing some interesting new shaders for 1.17. The shaders will be publicly released to the forum upon completion of 1.17 to ensure a stable platform for use (rather than releasing them during the BETA stage and have users complaining about bugs non-shader related). However, if the veterans of you would like to run some shader tests on your own maps, drop me a message and I'll be happy to help.

Right..without further interruption: (Only a few screenshots to start with due to I haven't got round to completing work on every shader yet)

Sepia & Hue Fullscreen shader



Normal,Bump + Spec PS 2.0 Shader


Slightly Cartoony + Normal and Spec PS 2.0 Shader (Just a random shader I decided to make)


Commando model by:Bond 1

More to come

CoZ

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mgarand
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Posted: 19th Jul 2010 20:26
looking good CoZ, as always



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Crysis
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Posted: 19th Jul 2010 20:27
Wow! Awesome! Is this will be free?
Nilloc
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Posted: 19th Jul 2010 20:31
Great job coz I love your shaders!

Who da man?!
Sandante
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Posted: 19th Jul 2010 20:35
great work coz. i am using your old shaders for my game. and i have to say its a must for characters. (at least for my game)
i am glad to see you gonna make more.

Soviet176
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Posted: 19th Jul 2010 21:12
Wow these look great coz, do the shaders make that black and white color or is it your lighting?

Cyborg ART
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Posted: 19th Jul 2010 21:19
Awesome! I have sent you an e-mail.

creator of zombies
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Posted: 19th Jul 2010 21:45
Quote: "Wow these look great coz, do the shaders make that black and white color or is it your lighting?"


It's the shader

CoZ

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Wolf
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Posted: 19th Jul 2010 21:49
You'll never have enough shaders So: These are awesome!

Will this be a pack?

And will it be free or commercial release?



-Wolf

Nice to see you back, btw.

God Helps the Beast in Me!
creator of zombies
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Posted: 19th Jul 2010 22:31
Quote: "And will it be free or commercial release?"

As always, my shader releases will be free, although I charge for custom work, or hiring for projects etc.

CoZ

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Nilloc
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Posted: 19th Jul 2010 22:41
coz where can i find other shaders of yours? *for segments*?

Who da man?!
Nomad Soul
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Posted: 19th Jul 2010 23:24
I guess we can expect to see a bunch of Silent Hill clones released once these come out!

Thats no bad thing though. Great work and glad to see you've stayed around the forums. We don't have enough shader guru's around to lose you.

DarkFrost
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Posted: 19th Jul 2010 23:48
MY GOD!

I have watched you update new shaders ever since your first pack.

I noticed this thread on my phone (yes because I'm so obsessed with TGC, I constantly check the forums) and ran STRAIGHT to my computer to post.

Anyways I love how they currently look and would love to do some tests in darkshader and in FPSC with these. I guess I'll drop ya an email.

[img][/img]
creator of zombies
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Posted: 20th Jul 2010 00:34
There could be a slight delay for those of you wishing to test the Sepia hue shader tomorrow because I have run into troubles getting the hue-saturation code to behave under certain colours of light; otherwise it simply spews horrible, over-saturated green goo over your segments, which isnt pretty. As a result, testing for this shader may be delayed for a few hours tomorrow while I work on a fix. In the meantime, as an appology present for this delay, here is a Black & white with lowered Hue and contrast shader. This basically means this darkens your level slighly, so you may have to increase the intensity of your lights to compensate for it.

Instructions
*Name the shader: "Post-depthoffield"
*Place in the PS2.0 file in effectbank (backup the original postdepthoffield.fx first!
*Go to your setup.ini file and change "postprocess = 2"

screenshot


Thanks for your patience

CoZ

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Soviet176
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Posted: 20th Jul 2010 00:45
Hey CoZ can we get a shader just like Post depthfield expect in color? that shader looks awesome!

Nilloc
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Posted: 20th Jul 2010 00:45
Thats soooo neat!!!! Coz where can i find your other shaders

Who da man?!
creator of zombies
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Posted: 20th Jul 2010 00:48
Quote: "Hey CoZ can we get a shader just like Post depthfield expect in color? that shader looks awesome!"


Explain...I'm slightly confused by your reuqest

CoZ

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DarkJames
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Posted: 20th Jul 2010 00:48
That shader rocks, i tested it, and it just rocks, and the seg. in the picture is badass as i already told you on msn

-James
DarkFrost
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Posted: 20th Jul 2010 00:58 Edited at: 20th Jul 2010 01:02
The refined black and white shader looks suburb. I'll be sure to test it when I get the chance. The last challenge for V1.17 will be to use multiple screen shaders at once. E.g DoF, Bloom, Sepia all at once. EDIT: I decided to give shader dev a shot. Seeing what's possible and what you have accomplished with them inspires me to test me luck with some of my own custom shaders.

[img][/img]
Nbt
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Posted: 20th Jul 2010 00:59
I like the sepia one and name it the kravenwolf shader as it made me straight away think of him

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
PW Productions
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Posted: 20th Jul 2010 01:18
Wow, love that sepia one! Nice work as always, I hope you keep it up.

My website: http://pwp-games.com/

For KeithC! Spread it around...
DarkFrost
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Posted: 20th Jul 2010 01:30 Edited at: 20th Jul 2010 15:02
Removed.

[img][/img]
Soviet176
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Posted: 20th Jul 2010 01:59
Quote: "Explain...I'm slightly confused by your reuqest"


Well that same shader, just not black and white, cause I like the way it makes the walls shiny and stuff.

Sleamdank
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Posted: 20th Jul 2010 06:27
Awesome!
creator of zombies
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Posted: 20th Jul 2010 10:39
@Soviet176: There are 2 shaders at work in that screenshot. One is the balck and white hue shader, and the other is a PS 3.0 Normal mapping shader applied to the custom segment.

CoZ

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creator of zombies
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Posted: 20th Jul 2010 15:25
Frensel Water (Running in Dbpro program by EVOLVED. Credit to EVOLVED for Base shader code)



And yes this does work in FPSC. In game shots coming tomorrow

CoZ

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Marc Steene
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Posted: 20th Jul 2010 15:28
Water looks incredible, like it's from Far Cry Great work.


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Le Shorte
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Posted: 20th Jul 2010 16:12
Aah, nice, nice. Love everything here. Will we be able to swim like in X10?

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charger bandit
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Posted: 20th Jul 2010 16:23
le shorte: He can't make swimming with a shader

Awesome stuff here,can't wait to try it.


A r e n a s
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Posted: 20th Jul 2010 16:32 Edited at: 14th Oct 2010 23:56
Is the water just a shaded you apply to a plain? And does it interact with the environment for eflection and refraction?

These look incredible COZ, some of your finest work yet

creator of zombies
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Posted: 20th Jul 2010 16:42
Quote: "s the water just a shaded you apply to a plain? And does it interact with the environment for eflection and refraction?"


The shader is applied to a plane and interacts with the enviroment with reflection and refraction. However, me and and a partner may work on another more sophisticated way to introduce water to your games through the use of this shader.

Quote: "These look incredible COZ, some of your finest work yet"

Thanks! Although it's not as awesome as my cube map shader

CoZ

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SekoIdiootti
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Posted: 20th Jul 2010 17:02 Edited at: 20th Jul 2010 17:03
Awesome work, CoZ!

But ugh, I don't understand how to use the shader!
I mean, the black & white thingy...

Do I have to apply it to segments and stuff? If so, how can I do that?

creator of zombies
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Posted: 20th Jul 2010 17:18
@SekoIdiootti:
1. Rename the shader to this: "post-depthoffield"
2. Navigate to your effectbank/Ps2.0/ folder and replace the original "post-depthoffield" with my shader (Make sure you back the original up first!
3. Then, open your setup.ini file and make sure it says: "postprocessing = 2".

CoZ

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PW Productions
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Posted: 20th Jul 2010 17:59
Release the sepia pleeease...

DarkJames
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Posted: 20th Jul 2010 18:15
Quote: ""Aah, nice, nice. Love everything here. Will we be able to swim like in X10?""


No, actually no, because it will be just a shader, not a code thing, thats what i get unless, with Rogue River you couldnt swim too, well... here's the same

-James
For Keith
AbdulAhad
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Posted: 20th Jul 2010 19:24
Looks like the KING of Shaders is back!! Love all your work!

Abdul Ahad
creator of zombies
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Posted: 20th Jul 2010 19:24
CoZ Full screen Saturation + Hue Grey/Sepia Shader

After wrestling with the sepia shader all day, with not much luck, I decided to settle with the best of both worlds. This shader reduces the scene to a grayish tint, but retains some sepia hue. The tests have been promising with no artifacts so far. Remember, the shader reduces the ambience, so you have to crank the range of your lights up.
On a small side note, I find it hillarious how I actually retired from the game dev scene, and am now knee deep in it again with countless shader requests and developing shaders for several teams. Sigh..my work is never done



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Nilloc
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Posted: 20th Jul 2010 19:40
im in with these shaders

Your wasting time of your life by reading this
Soviet176
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Posted: 20th Jul 2010 19:42
Whooo are you giving away the shader 3.0 at all?

creator of zombies
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Posted: 20th Jul 2010 19:55
Quote: "Whooo are you giving away the shader 3.0 at all?"

Im currently battling some texture struct problems with the shader at the moment, due to it refuses to behave in FPSC (seems to turn the characters blue or black with some strange corruption), so I'm working on a fix. For the meantime, enjoy the fullscreen shaders!

CoZ

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Soviet176
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Posted: 20th Jul 2010 19:59
Indeed, I am loving your water, it's beautiful, will it be easy to use? like just switching of a file?

creator of zombies
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Posted: 20th Jul 2010 20:02
The water shader will most probably take a while to be released due it needs testing and the 1.17 will need to undergo a few tweaks to allow for the complex nature of the shader cameras. However, it will be released eventually.

CoZ

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dxdragon86
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Posted: 20th Jul 2010 20:48
I Love your Shader! thank you very much

PW Productions
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Posted: 20th Jul 2010 21:10
Quote: "Sigh..my work is never done"


Exactly why we all like you

Badger Gamer
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Posted: 20th Jul 2010 21:38
Very,very good.

System: Core2 quad 2.66 8gig DDR2 Nvidia GT 9500 512Mb
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PW Productions
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Posted: 20th Jul 2010 22:11
Hmmm... For some reason the Sepia shader doesn't work. Look at the screenshots:




I renamed the shader to 'post-depthoffield.fx' and replaced the previously backed up shader. Then I changed the line in the setup file called 'postprocessing=1' to 'postprocessing=2'. But each time I test a game, it changes back to 'postprocessing=1'. Here's what my setup.ini file looks like:



Any help?

Le Shorte
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Posted: 20th Jul 2010 22:12
Quote: "le shorte: He can't make swimming with a shader "

True.

To anyone who lives in England: I liked London when I went two weeks ago.
CoffeeGrunt
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Posted: 20th Jul 2010 22:30
It's a pity FPSC doesn't have node based Post processing chains. Then you could make individual effects and chain them how you like...

Marc Steene
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Posted: 20th Jul 2010 22:34
Quote: "But each time I test a game, it changes back to 'postprocessing=1'."


FPSC must be closed when altering setup.ini.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
PW Productions
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Posted: 20th Jul 2010 22:37
Quote: "FPSC must be closed when altering setup.ini."


It was (I already know that), and I'm positive I saved it after making changes

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