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FPSC Classic Product Chat / FPSC Water Level (Free Window)

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Nomad Soul
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Posted: 5th Apr 2014 01:58 Edited at: 5th Apr 2014 02:14
Hi All

A user JC LEON was asking about water in FPSC so I've put together a small demo just to see what could be done with the effects available.

I used a shader provided in another thread which had been used to simulate a scene refracting behind glass but I've used the shader on a custom glass texture and refracted an underwater skybox behind this which I think is a better approach.

I've attached the window refraction segment for anyone that wants to use it and some media below so you can check it out before downloading.

YouTube Video






BlackFox
FPSC Master
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Posted: 5th Apr 2014 03:21
Another fine example of what Classic is capable of. I like how you have the "water splash" effect when you enter the dripping water at the door.

Works great in my v1.17 source (since I have water coded in). This work of yours has given me a couple of ideas with a project, but thank you for sharing this.

There's no problem that can't be solved without applying a little scripting.
ncmako
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Posted: 5th Apr 2014 04:59
Nomad Soul
Me too, just love this kind of work.
Looks fun also Thanks for sharing.
best

You know you're a bad gamer when you're able to run out of infinite lives.
JC LEON
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Posted: 5th Apr 2014 10:46 Edited at: 5th Apr 2014 12:59
wow nomad......thank you so much......I'm reeally impressed...maybe a day I'll can do something like this LOL


Fantastic skybox... is it a self made or i can find it in some pack??


and

what have I to do to have the same effect to other glass segments/ windows..

I tried to apply only the glass.fx shader but on other windows the effect is not the same..
Nomad Soul
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Posted: 6th Apr 2014 01:23 Edited at: 6th Apr 2014 14:38
@Black Fox
Thanks and you are welcome for the share. I hope it comes in useful and look forward to seeing any ideas you are working on.

@ncmako
Thanks for the kind words. I think FPSC Classic still has something to offer and Reloaded is going to be in BETA for a while.

@JC LEON
The skybox is not mine. I purchased this on the forums a long time ago. Here is the thread:
http://forum.thegamecreators.com/?m=forum_view&t=115606&b=24

To get this to work on other windows you need to edit the .fpe file for the entity and change the effect field to 'effect = effectbank\bioshock\bioshock_glass.fx'.

Also the shader requires a normal map texture so you will need to ensure the texture 'waterglass_N.dds' is included where the entity texture is located. You will probably need to change the name of the texture to the same as the entity i.e. 'texturename_N.dds'.

rolfy
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Posted: 6th Apr 2014 05:49
You did a great job of taking this to the next level, nice to see some folks are still raising the bar in FPSC.
s4real
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Posted: 6th Apr 2014 12:55
Awesome work as always and noce to see some forum users taken fpsc to the next level.

FPSC is a lot more powerful then people think and there so much in it people have not even touched.

Thanks for sharing this.


best s4real

System spec :-
Amd fx4100 runing at 4.0,8gb rams,3tb harddrive space, geforce 450gts
JC LEON
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Posted: 6th Apr 2014 14:00
Quote: "@JC LEON
The skybox is not mine. I purchased this on the forums a long time ago. Here is the thread:
http://forum.thegamecreators.com/?m=forum_view&t=115606&b=24

To get this to work on other windows you need to edit the .fpe file for the entity and change the effect field to 'effect = effectbank\bioshock\bioshock_glass.fx'.

Also the shader requires a normal map texture so you will need to ensure the texture 'waterglass_N.dds' is included where the entity texture is located. You will probably need to change the name of the texture to the same as the entity i.e. 'texturename_N.dds'."



THNKS Nomad... I make as you told me but the effect I obtained is not the same as yours

I applied the effect to fullview windoews in scifi stock scenary and
in fpe file changed as:



after I went to texturebank folder and copied your waterglass_N.dds and waterglass_D2.dds into the folder texturebank/scifi/scenary/windows/win_b/ AND renamed them to glass_b_D2 to the name of original files..

but I obtain a similar effect to yours but not the same..

where I wrong?
Nomad Soul
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Posted: 6th Apr 2014 14:21 Edited at: 6th Apr 2014 14:38
@rolfy
Thanks. Given the innovations you have made to FPSC thats a big compliment.

@s4real
I agree. FPSC Classic is very underated considering what can be achieved with it and Reloaded still has a long way to go at the moment.

@JC LEON
Sorry my explanation wasn't very good. If you want to get exactly the same effect on other FPSC windows you will need to edit the .fpe for each glass entity with the following:

;Visualinfo
textured = texturebank\nomad\waterglass_D2.dds
effect = effectbank\bioshock\bioshock_glass.fx
transparency = 2

Just make sure the normal map texture 'waterglass_N.dds' is in the same folder as 'waterglass_D2.dds' like the download in my 1st post.

JC LEON
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Posted: 6th Apr 2014 16:21 Edited at: 6th Apr 2014 16:33
Quote: "
;Visualinfo
textured = texturebank\nomad\waterglass_D2.dds
effect = effectbank\bioshock\bioshock_glass.fx
transparency = 2

Just make sure the normal map texture 'waterglass_N.dds' is in the same folder as 'waterglass_D2.dds' like the download in my 1st post.
"


THANK AGAIN.... very clear and useful as always...worked for me..

BUT so...

I have same glass type you choose for your glass...
waht have I to do to have ONLY the water effect on other types o glasses mantaining their original glass type???


eDIT

Wow... Nomad... Rofly... S4real.....fpsc gurus on the same discussion... and I was here... I'm pleased to be.. here...Thanks to you all for all you made and make of us...
Nomad Soul
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Posted: 6th Apr 2014 16:58 Edited at: 6th Apr 2014 17:20
I've only tried this effect on the stock FPSC sci-fi large window myself which uses a diffuse texture with transparency defined by the alpha channel of the texture.

Please can you explain what you mean by 'glass type' as I would expect this to be the same for any glass entity used in FPSC?

JC LEON
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Posted: 6th Apr 2014 17:05 Edited at: 6th Apr 2014 17:32
Quote: "
Please can you explain what you mean by 'glass type' as I would expect this to be the same for any glass entity used in FPSC?"


Sorry for my bad explaination , I refer at The texture glass..

for example.. default texture glas for prefab lab has the simbol in the centre... when I use your texture obiouvsly the simbol does not appear due the texture in not the same...

I want to know if I can use the effect on all othe "windows" in the model packs e/o assets mantain their original glass texture
Nomad Soul
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Posted: 6th Apr 2014 17:45
Ok thanks.

You can use the effect on different window textures but the normal map texture might not be suitable or give you a desirable effect in all cases.

All you can do is try this out with the different window textures and see what works and what doesn't. Otherwise you will need to start creating custom normal maps and changing the shader to suit the other textures you want to use.

seppgirty
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Posted: 6th Apr 2014 17:50
Great work Nomad Soul! The next challenge is to get the body to float to the top when he dies.

gamer, lover, filmmaker
JC LEON
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Posted: 6th Apr 2014 20:33
Quote: "You can use the effect on different window textures but the normal map texture might not be suitable or give you a desirable effect in all cases.

All you can do is try this out with the different window textures and see what works and what doesn't. Otherwise you will need to start creating custom normal maps and changing the shader to suit the other textures you want to use."


ok thank you... I'll try
Nomad Soul
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Posted: 6th Apr 2014 21:30
@seppgirty
Its a nice idea but would require an update to the FPSC Classic source code and I don't want to purchase Dark Lights and Dark AI just so I can compile it.

@JC LEON
It might look ok with some other textures but I've used a custom window texture that is designed to work with the normal map and the shader.

JC LEON
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Posted: 12th Apr 2014 21:09
OK thanks again....

only a question....

is the water splash effect when you enter the dripping water only a refract postprocess effect or you used naother method to obtain the result?'

and..

how did you make to stop the splash effect after you gone outside of water??
is another trigger ,, but if so,,,how I have to do when I return on the same location backward, (after you repassing the dripping water) to stop the effect??

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