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FPSC Classic Product Chat / Advanced effects and function for fps creator x9..how to???

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JC LEON
15
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Joined: 22nd Apr 2010
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Posted: 14th Mar 2014 08:56
Hi, mybe this can be a stupid question, but while I was watching some fps creator videos on youtube I saw the X-ploid mod 3.0 video showcase. So..I know that X Mod is for older version of fpsc and is not updated yet but I want to know if features that this mod include can be used in someway in fps creator v.120b9h or if fpsc lastest version have them included yet in his build and... if YES ...How I can manage to use them

the fuctions are:

Adaptive Bloom
Realistic Water
Day Night Cycle ( looks very well)
Normal Mapping
Parallax Mapping
Motion Blr
LoD sYstem

is there a way or some tutorials how i come have all those in my games?'

thanks in advance a sorry for my bad english
Corno_1
14
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Posted: 14th Mar 2014 17:29
fpsc classic can not handle such effects. My tipp: Wait for reloaded

Games make the world better
BlackFox
FPSC Master
17
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Joined: 5th May 2008
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Posted: 14th Mar 2014 17:55
Quote: "fpsc classic can not handle such effects. My tipp: Wait for reloaded"


Not true. There are some effects that can be ported into Classic, but it would require modding the source version of Classic. For example, we have a day and night cycle in our source using Extends; we have database functionality using Dark Data in our source; we have LUA in our source along side FPI. These are just a few examples of what we use (we do use others), and that is without Reloaded.

There are many plugins that can be used with DBP, and thus can be ported into FPSC Classic, but it will require some good knowledge of the source and ability to program. While some of the examples with the plugins are old, it is doable.

Quote: "is there a way or some tutorials how i come have all those in my games?'"


There are no specific tutorials for how to get such effects in your game, unless either the FPSC version you use contains the info or the FPSC mod you use contains the information. The only other method is to purchase plugins for DBP and port them into your source. There are plugins that contain examples and such that will show how they work, but it does not port into FPSC as easily as one would think.

There's no problem that can't be solved without applying a little scripting.
ncmako
13
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Location: Hendersonville,NC
Posted: 14th Mar 2014 19:40
I thought classic had some of these already.
Like the "Adaptive Bloom & Motion blur" (the post-process shaders).
And the water looks pretty realistic I think

You know you're a bad gamer when you're able to run out of infinite lives.
Nomad Soul
Moderator
18
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 15th Mar 2014 13:28 Edited at: 15th Mar 2014 13:28
Hi

I did a video recently which pretty much shows all the major effects you can get out of FPSC Classic.

- Bump / Specular Maps
- Illumination Maps
- Unified Dynamic Lighting
- Dynamic Shadows (Characters)
- Water (Reflection / Refraction)
- Adaptive Bloom

Parallax shaders were done for FPSC Classic but Bond1 has not released them. Motion blur is also possible but I'm not a big fan so did not include that in the post shader.



JC LEON
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Posted: 15th Mar 2014 17:18 Edited at: 16th Mar 2014 10:48
thanks for your answers ..I'm attempting to learning some of them in these days (fpi script and DB Pro)..LOL

Great work Nomand... is it a mod you are working on?? is a release date estimed yet??

I tried shadwos setting post processing to 4 but I noticed that dynamic object shadows doesnt work so I want to triy with evolved advanced lightning but I dont know how them works...
Nomad Soul
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Posted: 16th Mar 2014 22:44
Hi JC Leon

I'm planning to release the unified dynamic lighting solution for FPSC Classic. Some of the shaders are based on ones that were only available in model packs so I may need to modify some more stock shaders to get around this for release.

JC LEON
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Posted: 17th Mar 2014 14:39
ah...ok .. cant wait for the release....

is there a way to simulate an ambiente or a room underwater like bioshock

I want to plan a game based underwater so I need to have some windows tha looks under the ocean and have a visive effect to be underwater
Nomad Soul
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Posted: 17th Mar 2014 21:25
Here are the files you will want to use for this:
https://forumfiles.thegamecreators.com/download/2379680

Here is the result but you can use custom media to change or improve it:



JC LEON
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Posted: 17th Mar 2014 22:17 Edited at: 17th Mar 2014 22:21
Thanks... I 've seen them ..but I dont know how I may use them... I'm very nooobish.. LOL


Must I use the shader applied to a windows I want to see the effect ..I dont know....

I I dont want to be in a tunnel but only walk in corridors with windows and se the effect troght them.. what can I do??
Avenging Eagle
19
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Location: UK
Posted: 18th Mar 2014 01:40
Your best bet is to use a combination of an underwater-themed skybox, 3D models of some of the nearest buildings to the player and green fog to recreate the effect.

AE

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