Free Models and Media / Free water & illumination

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TattieBoJangle
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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;





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rolfy
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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?

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TattieBoJangle
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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.





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Pirate Myke
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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.

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TattieBoJangle
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Posted: 21st May 2014 05:51
Very nice Pirate Myke





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Cosmic Prophet
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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)

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TattieBoJangle
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Posted: 30th May 2014 22:50
a normal _N works for me m8 and i can edit the output in 3ds max.









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Cosmic Prophet
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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.

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rolfy
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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.

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TattieBoJangle
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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





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Cosmic Prophet
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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.

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rolfy
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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

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Cosmic Prophet
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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.

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rolfy
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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.

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Cosmic Prophet
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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.

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RazorNet7
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Posted: 31st May 2014 10:27
I really like the waterfall. It's in my level already...

thanks....

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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



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Pirate Myke
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Posted: 3rd Jun 2014 09:14
Again, Thanks for posting this shader. What are the chances of getting it to work with the fog?

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smoked
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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.
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Sparrowhawk
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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

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TattieBoJangle
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Posted: 13th Jun 2014 23:38
what you got! it only took me 5min to make just wanted to see it working in reloaded.





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Sparrowhawk
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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

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TattieBoJangle
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Posted: 13th Jun 2014 23:50
emmm you could try Bandicam





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Sparrowhawk
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Posted: 13th Jun 2014 23:54
Cheers I'll do that now

Sparrowhawk
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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>

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TattieBoJangle
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Posted: 14th Jun 2014 01:04
Nice level i see what you did with the water nice touch is this your competition level





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Sparrowhawk
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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
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Posted: 14th Jun 2014 01:24
Look forward to playing it if we get the chance





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Sparrowhawk
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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

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Sparrowhawk
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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

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mguy1122
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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.
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tomjscott
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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.

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mguy1122
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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.
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tomjscott
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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.

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mguy1122
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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!
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unfamillia
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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
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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





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Pirate Myke
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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.

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TattieBoJangle
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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.





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Pirate Myke
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Posted: 25th Jun 2014 20:09
Got it. Thanks.

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Northern
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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
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TattieBoJangle
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Posted: 26th Jun 2014 11:05
You are right Northern but until then users like to mess around





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mguy1122
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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!
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