Free Models and Media / Free water & illumination

Author
Message
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 20th May 2014 04:08 Edited at: 20th May 2014 04:19
Hi guys sorry it took so long to post this up i had to get permission "Thanks"



So hear it is moving water and the illumination its something to use until something better comes along.



For the illumination it is just a shader when modeling keep the part you want this on apart and use the shader on it useful for laps ect.



effect = effectbank\reloaded\illumination.fx







To change the speed its 0.1)*speed;





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 20th May 2014 04:45 Edited at: 20th May 2014 04:46
Heh! Figures that bond has already written a scrolling shader for The Metro, could have saved myself some work, never thought to look in there. He is the one to give permission? I know he likely would he's good that way Or maybe TGC since it's an official pack?

A funny thing happened on the way to the forum...
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 20th May 2014 11:56
Yea it was bond himself he is a nice guy it does save alot of time and you can change the color speed direction flow ect.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st May 2014 05:34 Edited at: 21st May 2014 05:39
Here is a video of the shader in action. Looking great. Now to try the illumination shader.







The water fall looks cool. Some on the water plane to give the illusion of some rough water at the bottom of the falls.



Thanks for the download.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 21st May 2014 05:51
Very nice Pirate Myke





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Cosmic Prophet
VIP Member
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th May 2014 22:23 Edited at: 30th May 2014 22:25
Does anyone know If there is any way to adjust the bump (normal) map output in this shader? (illuminationent.fx)

Back from the Wasteland.
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 30th May 2014 22:50
a normal _N works for me m8 and i can edit the output in 3ds max.









PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Cosmic Prophet
VIP Member
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th May 2014 23:12 Edited at: 30th May 2014 23:14
Looks good. I guess I need to increase my tolerance settings when outputting my normals. If your still on, Do you know if you can isolate an area so the illumination does not cover the entire entity?



But rather, only specified areas in the texture.

Back from the Wasteland.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 30th May 2014 23:13 Edited at: 30th May 2014 23:16
Why mess around with this one I am pretty sure Lee said illumination mapping was already in the stock basic entity shader, it goes in the Alpha channel of either the spec or normal map, can't remember which, suck and see

Quote: "

Do you know if you can isolate an area so the illumination does not cover the entire entity?"
Simply use white areas where you want illumination in the map and black where you don't, graduated tone illumination for light to dark works just as well.

A funny thing happened on the way to the forum...
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 30th May 2014 23:20 Edited at: 30th May 2014 23:20
Quote: "Do you know if you can isolate an area so the illumination does not cover the entire entity"




@Cosmic Prophet As rolfy said



@rolfy i tried that way m8 and could not get it to work





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Cosmic Prophet
VIP Member
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th May 2014 23:20
Really!?!? Thanks Buddy. Will check that out right away. I'm working on a Sci-fi pack for the store, and needed to lighten up some bits.

Back from the Wasteland.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 30th May 2014 23:25 Edited at: 30th May 2014 23:31
I haven't tried myself yet but will take a close look tonight, it is set as a function in the shader itself. Maybe something needs 'switched' on or the code is missing or remarked out

A funny thing happened on the way to the forum...
Cosmic Prophet
VIP Member
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th May 2014 23:34 Edited at: 30th May 2014 23:42
TattieBoJangle: Your right. I couldn't get it to work either, tried both alphas. Geez! Now I'm right back in the same boat as I was in with classic on this. ( A thorn in my side to say the least).



Rolfy: Thanks my friend. I'm trying to make some consoles, which use the normal for panel lines, and raised plating, and need to illuminate the lights, and monitor screens.

Back from the Wasteland.
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 30th May 2014 23:38 Edited at: 30th May 2014 23:38
Try using it in the diffuse of the normal, although the shader (off the top of my head) specifies an _I extension I have found withrecent messing around with other shaders that using diffuse normal does the trick so might work in this case.

All the same you are back to square one with no normal mapping even if it does work.

A funny thing happened on the way to the forum...
Cosmic Prophet
VIP Member
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location: The Cosmos
Posted: 30th May 2014 23:48 Edited at: 30th May 2014 23:55
If there is anyone out there who knows how to write shaders, I'll gladly pay you to create a good illumination shader as desribed above, and release it for the community -Cos.



I really need this in the worst kinda way, and I'm sure others could use it as well. Thanks.

Back from the Wasteland.
RazorNet7
10
Years of Service
User Offline
Joined: 14th Mar 2014
Location:
Posted: 31st May 2014 10:27
I really like the waterfall. It's in my level already...

thanks....

R7
smoked
18
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: USA - california
Posted: 2nd Jun 2014 05:58 Edited at: 2nd Jun 2014 06:32
Thanks for this! Here is a video of the results.



http://youtu.be/CX_lkH6G6Zs



PM
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 3rd Jun 2014 09:14
Again, Thanks for posting this shader. What are the chances of getting it to work with the fog?

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

smoked
18
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: USA - california
Posted: 3rd Jun 2014 20:56 Edited at: 3rd Jun 2014 22:48
That would be nice, I was struggling with some sort of method to create mist around the waterfall, but decided that it may be better to hold off until TGC adds an easy particle system.
PM
Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 13th Jun 2014 23:08
Hi,

I know there's a slightly improved version of this on another thread (lost it, can't remember where it is), so I'd like to thank you both

I've improved it further, but I'm very tempted to withhold my improvements to post-sunday

However as you're the creator, (and Bond1 of the shader plus Gtox the other version), I suppose if you insist I'll tell you

Mac Pro 2014, Windows 8.1 Pro, OSX Mavericks. 3.7Ghz Quad Xeon CPU, Dual AMD D500 GPU's (6GB GDDR5 VRAM), 12GB System RAM, 512 GB PCI-E SSD
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 13th Jun 2014 23:38
what you got! it only took me 5min to make just wanted to see it working in reloaded.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 13th Jun 2014 23:44
Can you recommend a good program to record my game running? Tried Cam-Studio but its horrendous. Will upload a video

Mac Pro 2014, Windows 8.1 Pro, OSX Mavericks. 3.7Ghz Quad Xeon CPU, Dual AMD D500 GPU's (6GB GDDR5 VRAM), 12GB System RAM, 512 GB PCI-E SSD
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 13th Jun 2014 23:50
emmm you could try Bandicam





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 13th Jun 2014 23:54
Cheers I'll do that now

Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 14th Jun 2014 00:28 Edited at: 14th Jun 2014 00:49
Here you go, this should work:

https://www.youtube.com/watch?edit=vd&v=LzBgq-GyJC8



Dunno how you actually embed videos, but yeah. Its darker and transparent now I edited the video down so it wasn't me walking through the whole level



How are you guys actually embedding the video to posts? Just by the link?

<iframe width="560" height="315" src="//www.youtube.com/embed/LzBgq-GyJC8" frameborder="0" allowfullscreen></iframe>

Passmark detects an incorrect GPU! I have 2x FirePro D500's 3GB VRAM each

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 14th Jun 2014 01:04
Nice level i see what you did with the water nice touch is this your competition level





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 14th Jun 2014 01:12
It should be, the AI don't work in it at all, other than that and soundtrack its basically done... However a game with no AI doesn't usually make the best FPS game... haha

I cut a lot out the middle of the video, some parts are quite empty, was going to have lots of AI on waypoints etc., Also only runs at about 18fps on my machine which doesn't bode well for it running on other's machines...

Passmark detects an incorrect GPU! I have 2x FirePro D500's 3GB VRAM each

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 14th Jun 2014 01:24
Look forward to playing it if we get the chance





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 14th Jun 2014 01:30
Looking at your system specs I'm sure you'll be able to run it at least Even if no-one else can... haha

Passmark detects an incorrect GPU! I have 2x FirePro D500's 3GB VRAM each

Sparrowhawk
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 14th Jun 2014 03:41
Here's the water as I've edited it, now transparent and darker. It works quite well if you place it just under the real water because then you get the splashes when shot. See my video: [video=youtube]https://www.youtube.com/watch?edit=vd&v=LzBgq-GyJC8[/video]

Was going to keep it secret until after the contest but decided not to

Credit also goes to everyone else who's contributed, (Bond1, TattieBojangle, GTox) sorry if I've missed anyone out. Enjoy

Passmark detects an incorrect GPU! I have 2x FirePro D500's 3GB VRAM each

Attachments

Login to view attachments
mguy1122
Game Guru Backer
11
Years of Service
User Offline
Joined: 5th Mar 2013
Playing: witcher 3
Posted: 18th Jun 2014 23:28
Thank you very much, this looks awesome! Can anyone tell me where you find the speed setting in the fpe's. I checked the main one and illumination/waterfall2 and can't seem to find where you adjust the speed.
PM
tomjscott
User Banned
Posted: 19th Jun 2014 00:38 Edited at: 19th Jun 2014 00:39
I'm pretty sure you have to adjust the speed setting in the shader .fx file in this case.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
mguy1122
Game Guru Backer
11
Years of Service
User Offline
Joined: 5th Mar 2013
Playing: witcher 3
Posted: 19th Jun 2014 01:08
I didn't see a Shader.fx file. The only two fx files that come with the water are illuminationent.fx and waterfall2.fx.
PM
tomjscott
User Banned
Posted: 19th Jun 2014 01:15
Quote: "I didn't see a Shader.fx file. The only two fx files that come with the water are illuminationent.fx and waterfall2.fx."


Yep, those are both shader .fx files. That is, they are shaders with an extension of .fx. The waterfall one is where you want to change the speed in, I believe. I don't have the file here myself so I don't remember exactly where, but I believe it's literally called speed.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071
mguy1122
Game Guru Backer
11
Years of Service
User Offline
Joined: 5th Mar 2013
Playing: witcher 3
Posted: 19th Jun 2014 16:35
I looked the script over again and finally found it, I think. It was down towards the bottom. It was kind of buried amongst the code, I was looking for it to be in its own section. Thanks!
PM
unfamillia
Forum Support
13
Years of Service
User Offline
Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 24th Jun 2014 21:55
Has anyone actually managed how to mask areas for the illumination shader? I have tried all sorts of 'jiggery pokery' but, to no avail. I am trying to create some light entities and some other SciFi based stuff (very much like Cosmic above), so, this shader is a must in order to get the best looking models.

I know I can separate the sections of the model in order to get certain parts to light up, but, that doesn't work for all situations. Plus, it means placing two or more models rather just throwing one model in and it working.

I would even chip in with Dale and pay for someone to write a decent shader that supports normal maps and the ability to mask off areas using the illumination map.

Any info on this would be awesome.

Cheers

Jay.

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 25th Jun 2014 00:32
I also would like to know this as my attempts have failed unless i separate the model but as unfamillia said this isn't the best





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Jun 2014 14:08
TattieBoJangle:

Did bond1 give written permission to use and modify these shaders?

I have something I want to put in the store, using the waterfall2.fx with a time modification.

Store admin wants written permission to distribute the shader.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 25th Jun 2014 19:47 Edited at: 25th Jun 2014 19:54
It was an email m8 i will see if i still have



EDIT: Sent it via email.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 25th Jun 2014 20:09
Got it. Thanks.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 4gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Northern
13
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 26th Jun 2014 05:13
@all:

In my opinion, no offense, or put anyone down, but this water effect, simulating a waterfall is cool when seen from a long-distance and utilized with the FPSC classic.

However, I think the FPSC-R deserves something better and more modern, us
PM
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 26th Jun 2014 11:05
You are right Northern but until then users like to mess around





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
mguy1122
Game Guru Backer
11
Years of Service
User Offline
Joined: 5th Mar 2013
Playing: witcher 3
Posted: 24th Aug 2014 21:32
I had an idea to use this and change the texture to raindrops or dust to get some cheap FX that would look kinda cool. The problem is the transparent texture doesn't seem to stay transparent when it's scrolling. Any one know what the problem might be? Great work on the waterfall by the way, Thanks!
PM

Login to post a reply

Server time is: 2024-04-20 13:57:10
Your offset time is: 2024-04-20 13:57:10