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FPSC Classic Product Chat / Which shaders do what and where do they do it and what do they do it to how do it do it?

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Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 6th Jun 2012 20:40
I have been searching for a list of some sort that explains which shaders do what? and how they should be used.

There doesn't really seem to be anything out there that really clarifies what they do, which are applied to wall seg,entities etc.


I know where to put them, I know what they require. Just trying to find a good guide on what they do.
Nomad Soul
Moderator
19
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 6th Jun 2012 21:14
Shaders are used to give a rendering effect to textures and surfaces in your game.

This can apply to characters, segments, entities, weapons and then you have post processing shader effects which are used for full screen effects such as bloom, depth of field etc.

The best FPSC shaders are made by a member called Bond1 and included in his model packs. He has released the bump / specular shaders for segments and entities for free though.

If you really want to get into FPSC shaders you need to purchase the TGC Dark Shader extension which allows you to edit and create custom versions of all the shaders for your project.

You will also need to have an understanding of how to create the various assets needed for these shaders such as normal maps, specular maps, height maps etc.

It would probably be worth creating a sticky thread with links to where all the best shaders are. Most people probably don't even know half of them exist!

Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 6th Jun 2012 21:26
Nomad,

Thanks for the reply. But I have dark shader and love it by the way. I have used bonds shaders on models I have made, and as always they are excellent.

However I got to thinking about it and truth be told there really are no clear cut descriptons of what each shader tries to accomplish.

I am also kinda depressed my crazy bumb trial expired, now I have to do it by hand
Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 6th Jun 2012 22:33
The quick way of doing Bump Maps is just:

Make the texture grayscale, and then turn up the contrast/saturation (Can't remember which one it was), obviously if you are going to need more precision, then you are going to have to edit parts of it manually.


Vote Dark Frager!!!
Nomad Soul
Moderator
19
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 13th Jun 2012 01:51
Quote: "However I got to thinking about it and truth be told there really are no clear cut descriptons of what each shader tries to accomplish."


Well its up to the shader author to give meaningful comments in the shader for describing what they do and how to edit them.

Bond1 usually posts a video showing you what the shader does and he goes the extra mile to ensure the shader values can be tweaked in Dark Shader rather than having to edit the code.

Outside of your standard bump / specular / illumination type stuff its usually only alpha values for allowing transparency on textures using shaders or making them compatible with other post processing effects that can be problematic.

Also I've noticed you do need to tweak shaders based on the lighting setup in your levels in order to get them to fit well.

Most people can put some decent textures together and apply some semi realistic lighting on them. Using shaders is really important to give your game a professional touch and make it stand out from the crowd.

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