Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Here - Have a "Ghost" Shader

Author
Message
Ausculta
16
Years of Service
User Offline
Joined: 24th Apr 2010
Location: A place - Things things here, and stuff.
Posted: 24th Nov 2010 23:53
I needed spectral versions of some of the character models I'm working with on a current project... And I'm lazy. That combined with the fact that I've had no luck making transparent textures in Gimp and, although I do have Adobe Illustrator, I do not have Photoshop... Plus I have no clue what I'm doing in Illustrator and only have a copy because I used to be an IT manager for a printing company several years ago.

All of the above resulted in this shader - Which is something that's probably been done before, But I couldn't find any mention of it in the forums. Entities this is applied to will not respond to ambient or dynamic lighting in the scene, although texture details and color are preserved. By default, the alpha transparency of any entity this is applied to is set to 15%. To adjust the level of transparency, open in notepad and look for the following line ->
Just change the 0.15 to the percentage of transparency you you want.



I'm kinda playing around with ideas to make a slightly more intense/dynamic version of the shader, since this is pretty basic.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 25th Nov 2010 00:01
Looks nice. Thanks. Downloaded.

I reject your reality and substitute my own!

Add more adventure to your game -- use RPG Mod
Ausculta
16
Years of Service
User Offline
Joined: 24th Apr 2010
Location: A place - Things things here, and stuff.
Posted: 25th Nov 2010 01:30
No prob. As much advise that I leach from this community, I figured posting this would be an OK down-payment on what I feel I owe.

As a side note.... I strongly suggest disabling dynamic shadows and changing or getting rid of the default blood-spray decals for any entity this shader is applied to.
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 25th Nov 2010 03:15
Wow that is pretty cool.

Limitless Box studios current project: Lost Contact

King Of Khaos
17
Years of Service
User Offline
Joined: 25th Feb 2009
Location: Not ALL the windows were locked...
Posted: 25th Nov 2010 03:19
That's awesome! I'm definitely going to use this. Thanks!

Cheers, Jake
------------------------------------------------------------
-The Clarkson Residence- (WIP)
BlackFox
FPSC Master
18
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 25th Nov 2010 03:22
Works great. Thank you, will be very useful.

- BlackFox

RPG Mod- Create a world full of adventure
Michael Thompson
17
Years of Service
User Offline
Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 25th Nov 2010 06:32
I am just wondering... how is this different to the transparency setting for entities?

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
nikas
17
Years of Service
User Offline
Joined: 23rd Apr 2009
Location:
Posted: 25th Nov 2010 13:49
I guess it is that transperancy settings are only for static....

Ausculta
16
Years of Service
User Offline
Joined: 24th Apr 2010
Location: A place - Things things here, and stuff.
Posted: 25th Nov 2010 17:04
If you adjust just the transparency settings of an entity, it still reacts to the lighting in the environment. The purpose of this shader to add both alpha transparency to an entity and make it self-illuminating.
Le Shorte
17
Years of Service
User Offline
Joined: 6th Apr 2009
Location: Wisconsin
Posted: 25th Nov 2010 17:14
Wow, cool!

I do private FPSC scripting- email for more details.
Ausculta
16
Years of Service
User Offline
Joined: 24th Apr 2010
Location: A place - Things things here, and stuff.
Posted: 25th Nov 2010 18:12
Something I forgot to mention previously...


You can do some fun stuff by playing with the variables in "float4(1,1,1,0.15)" besides just changing the level of transparency.

That line = float4(Blue,Green,Red,Alpha)

By reducing the color channel values you can pretty much create any color of specter you need without loosing texture detail. The project I slapped this shader together for uses 4 different variations of this shader so far for different scenarios and encounters
Woolfman
18
Years of Service
User Offline
Joined: 19th Sep 2007
Location: Cave
Posted: 26th Nov 2010 00:45
Have to agree. Very nice. Thanks.
Michael Thompson
17
Years of Service
User Offline
Joined: 15th Aug 2008
Location: Behind you (if not, in australia)
Posted: 26th Nov 2010 02:57
Quote: "I guess it is that transperancy settings are only for static...."

Nah, i have used transparency on a dynamic entity before.

Quote: "If you adjust just the transparency settings of an entity, it still reacts to the lighting in the environment. The purpose of this shader to add both alpha transparency to an entity and make it self-illuminating."

That makes sense, thanks.

Windows 7 ultimate x64, Intel i7, 4 GB RAM, NVIDIA GEFORCE 330m 1GB
Flash Star Game Creations
Seth Black
FPSC Reloaded TGC Backer
21
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 26th Nov 2010 19:46
...very nice work.

This gets a place in my must-have toolbox, and will get used often, in future titles.

Cosmic Prophet
18
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 26th Nov 2010 20:37
This is sweet. Nice job, and thanks.

Now is the time, for all good things to pass. And don't it figure, My toilets' broke.
MONSTER MARK
15
Years of Service
User Offline
Joined: 3rd Sep 2010
Location:
Posted: 21st Dec 2010 17:24
Bingo.. this is exactly what one need while they are making a horror title!
Thanks a million!

Judgment Day Can Wait !!
Scurvy Lobster
20
Years of Service
User Offline
Joined: 3rd Mar 2006
Location: Denmark
Posted: 21st Dec 2010 17:41
Somehow I feel I might be needing this in a future game - so a big thanks in advance from me

Login to post a reply

Server time is: 2026-07-07 07:56:31
Your offset time is: 2026-07-07 07:56:31