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FPSC Classic Product Chat / Parallax Occlusion Mapping in FPS Creator?

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SHIFT_
15
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Joined: 12th Jul 2010
Location: Italy
Posted: 6th Dec 2010 02:30
Hi everyone!
One question:
You can implement the technology of parallax occlusion mapping in fps creator?

Like this:
http://www.youtube.com/watch?v=UeF-kCr_vyo
http://www.youtube.com/watch?v=gcAsJdo7dME

Thanks!

SHIFT_
spudnick
15
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Joined: 30th Nov 2010
Location:
Posted: 6th Dec 2010 15:15
ok so we can add it, but as a newbie to fpsc, how do one add such media?

please share or tell fps creators on how to implement such addons/media
thanks
Gencheff
16
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 6th Dec 2010 16:11
Why don't you browse around the forums first.I'm sure you'd find a lot of interesting additions to the stock engine.

As far as I know CoZ made a parallax shader for FPS Creator.

The way to add it is :
1.Open the segments folder and find the segment .fps file which you want the shader to be applied to
2.Open the .fps file with notepad and find the values effect0 = x
3.Download the parallax shader or if you don't want that download bond1's normal mapping shader from the forums and replace x with the full path to the shader file (eg. effectbank\ps_3_0\segments\normal_mapping.fx).

You'll also need the shader maps obviously and they have to be in .dds format and be named x_D2.dds(Standard) , x_N.dds (Normal) , x_S.dds(Specular) , x_I.dds(Illumination) , where x is the name of the texture (eg. CrackedWall_D2.dds,CrackedWall_N.dds and so on)

You can also find some mods for the source engine which support deffered shading.

Hope this helps.

Plystire
23
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 6th Dec 2010 16:15
What he's wanting is parallax occlusion mapping. The occlusion relates to the way the shader is lit.

That being said, the answer is no. The engine would practically require a unified lighting system in order to have that type of dynamic lighting going on. You may or may not be aware of this but to clarify what I'm saying go try putting a few dynamic lights next to segments that are using bond1's shaders and you'll see what I'm talking about.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
spudnick
15
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Joined: 30th Nov 2010
Location:
Posted: 6th Dec 2010 16:40
thank you Gencheff and Plystire , your information has told me what im after to acheive this,

And as for looking around the forum, for somwhat a messy database system to look for what one needs, Hence it could do whith a bit of a clean up/ Purge, and sort things out into a managable state so one can find such post's .. IE . to many different post about one subject and Errors.

anyway, by putting these new fresh post's it will show others that this forum is being used!

As for the shaders, i will try using what you both have sugested im will try out methods using fpsc V 18 beta3
and will post back my implement.
Nomad Soul
Moderator
19
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 6th Dec 2010 16:59
Quote: "You may or may not be aware of this but to clarify what I'm saying go try putting a few dynamic lights next to segments that are using bond1's shaders and you'll see what I'm talking about."


Indeed, dynamic lights don't work with bond1's shaders.

However in Project Blue for FPSC v115/v116 this did work for entities using bond1 shaders as I believe you fixed that part of the shader / lighting system. It no longer works in Project Blue for v117/v118 though.

It would be great if dynamic lights worked with bonds segment and entity shaders especially for things like muzzle flash effects. Now that his shaders are standard in FPSC v117 Lee should definately look into this. Its another one of those fixes which makes everything better for everyone.

I'd love to see deferred rendering in FPSC but that might be asking a little too much.

spudnick
15
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Joined: 30th Nov 2010
Location:
Posted: 6th Dec 2010 17:01
ok i have dowloaded X-tasy shader and also istalled it, it work nice, but it is a bit messy to use. Meaning you have to use the shift&F12 key to activate it and then you have to manulay iput the files into the same folder /root of the your .Exe exist's

im gonna leave this one for better release or fix so one can have it work automacticly upon compiling game.

so i will give X-tasy 7 out of ten for those who like manual activaing shaders,

But im still gonna use it as and when needed, so for others please have a try!
Gencheff
16
Years of Service
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 6th Dec 2010 17:40
I believe if you contact the developer (Boris Vorontsov) you can work something out to remove the button activation.

Essentially it's not a source mod.You could try EFX Mod for 1.15 update if you want visual enhancements.

Then there's Corvus mod which is also a visual enhancement , but I'm not sure for which version it is.

However if you want to get the biggest kick out of FPSC , I suggest you consider buying Project Blue or try RPG Mod(it's free) for functionality.

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