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FPSC Classic Models and Media / Damage Textures for Characters using Shaders [Question for Errant AI and Bond1]

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007
14
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Joined: 22nd Aug 2011
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Posted: 16th Feb 2012 16:44
Hello folks,

This question is directed to Errant A.I and Bond1 because i have seen that they created amazing works with shaders.

But if anyone can help me is also welcome.

I don`t know too much about scripting shaders for fps creator, however, i had an idea, maybe is possible we have a blood effect in the characters body when shot (like in half-life 2 and counter strike).

Maybe this can serve as an idea to some advanced user here, like Bond1 and Errant AI, if they want, to add this feature to FPSC.

I thought this:

We must have a shader that will output the base texture for the character and this shader will also place an overlay for the blood in the base texture (one layer up).

This shader would work with 4 variables (don`t know if is possible):

base_texture
overlay_texture
overlay_add_texture
final_texture

The base_texture variable will store the main character texture, in example character_D2.dds

The overlay_texture variable will store the blood overlay texture, however, we would need to have 5 overlay textures, 1 for each limb (using the limb detection system), mainly:

blood_head.dds
blood_left_arm.dds
blood_right_arm.dds
blood_left_leg.dds
blood_right_leg.dds

Those overlay textures will be transparent, and the blood splat in each texture will be positioned in the same position of the limb in the base texture. For this we must have only one texture for the character (not multiple texture)

So in FPSC when the player shoots in example, the head (shotdamagetype=1), this will set the overlay_texture to blood_head.dds:

overlay_texture = blood_head.dds

And the overlay_add_texture will be the sum of itself with the overlay_texture. This is to add more blood overlays (incrementing the variable with its previous value) for when the character is shot more than once, like goldeneye 007 for nintendo 64, the blood splats will be added to the texture.

overlay_add_texture = overlay_texture + overlay_add_texture

And the final_texture will be the sum of the base_texture plus the overlay_add_texture:

final_texture = base_texture + overlay_add_texture

I think this can work, because i`ve seen on youtube a video of a new gun Errant AI was making where it had a display that showed the number of ammo, so indeed he used programmable shaders for this.

Hope we can evolute this idea.

007.

Goldenye 007 N64
maho76
15
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 16th Feb 2012 18:19
tip: look into destroy-animation of the medusa-model & scripts out of the viral outbreak-pack by bond1. i think there is your solution or parts of it. the pack is worth buying.

007
14
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Joined: 22nd Aug 2011
Location:
Posted: 16th Feb 2012 18:24
Oh yeah Maho76,

I forget, i have seen a video of the medusa,

Yeah, the best thing i can do is purchase this pack to analise it.

Thanks for the repply.

007

Goldenye 007 N64
Cyborg ART
19
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 16th Feb 2012 21:46
Quote: "I think this can work, because i`ve seen on youtube a video of a new gun Errant AI was making where it had a display that showed the number of ammo, so indeed he used programmable shaders for this."


Nope, judging by the title and description of that video he used the new feature for weapons which hides limbs on the weapon when shooting. Like his M249 SAW where the bullets hides when reaching a low ammount of ammo in the rifle.


- A secret signature -
Errant AI
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Joined: 24th Aug 2006
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Posted: 19th Feb 2012 15:33
Cyborg ART is correct. I know next to nothing about shader authoring. I bought Dark Shader but haven't had time to learn anything.

I think you can buy Bond1's Medusa on GCS as stand-alone now without buying the whole pack. It probably has the shader included.
007
14
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Joined: 22nd Aug 2011
Location:
Posted: 20th Feb 2012 15:52 Edited at: 20th Feb 2012 15:54
Thanks dear Errant A.I,

I also brought Dark Shader, and i also will buy the Monsters Pack completely, and regardless that i won`t use it all, but i like to value others work.

I also will go deep in studing Shader Programming Language, to be able to create cool shaders like bond1 does.

Anyway,

Thanks.

Goldenye 007 N64

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