tweaked seraphim shader

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tweaked seraphim shader

Postby BlackYps » 19 Jun 2019, 12:06

You may know that someone tried to improve the shaders in the game many years ago. I think he did a pretty good job, but the seraphim shader looks overexposed on maps that have very bright lighting. So I tried to improve the seraphim shader.

This is the current seraphim shader:
sera_shader.jpg
sera_shader.jpg (182.79 KiB) Viewed 1371 times


This is my first try on improving it:
new_sera_shader.jpg
new_sera_shader.jpg (202.45 KiB) Viewed 1371 times


You can test the shader by renaming the file extension to .nxt and placing it in
Code: Select all
C:\ProgramData\FAForever\gamedata

The new shader is applied only in high fidelity. You can quickly compare the two versions by switching to medium fidelity. Then the current seraphim shader is loaded. On low fidelity you can see the original FA shader.

Please leave some feedback how you like it and how it performs on different maps. The seraphim shader is very reflective so it depends a lot on the environment. e.g. on The Ditch it has a greenish hue.

I can still tweak it further but I need your input. If you like the new shader it can maybe even be integrated soon.
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texturepack.zip
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Re: tweaked seraphim shader

Postby Cuddles » 19 Jun 2019, 12:19

Hi BlackYps,

Looks great.

Is that with bloom on or off? I'm still playing with bloom off as was recommended. There was some effects added to faf and the eyeball melting bloom in the game was hiding it. This was during Zep's time, the threads are probably still lurking around here somewhere.
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Re: tweaked seraphim shader

Postby BlackYps » 19 Jun 2019, 20:47

I'm glad you like it.

This is with bloom on. I found a post from Zep mentioning that bloom off is better for the details but I didn't find a post where the new effects are explained. The amount of bloom can be controlled via a console command and therefore possibly with a ui mod. The seraphim models have many parts in the models that are designed to glow. With the current shader and bloom turned off they look kinda grey. I noticed that with my version they look more white. So it has more of a glowing feel to it.

I can't upload more pictures at the moment because I can't access my computer for the next days, but I will do so later.
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Re: tweaked seraphim shader

Postby Cuddles » 20 Jun 2019, 10:52

There was some particle effects added for explosions, like directional shrapnel from explosions. I'll see if I can find the posts. There was other fx things added also, or talks about.

Someone also made new ACU animations, think it was around the fapocalypse when zep left.
Last edited by Cuddles on 20 Jun 2019, 11:11, edited 1 time in total.
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Re: tweaked seraphim shader

Postby Cuddles » 20 Jun 2019, 11:11

I'll just post links here until i get bored.

It introduce a better handling of the debris during explosions
https://faforever.com/2013/08/patch-3628-fx-enhancement

Introduced new shaders, fixing the seraphim colors. Only active on high graphic settings.
https://wiki.faforever.com/index.php?title=3619

Various things added - models, sharers, particles, icons
https://www.faforever.com/2013/07/patch-3626-next

Here is thread with new ACU anmiations - i don't think this was ever implemented
viewtopic.php?f=41&t=10433

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Re: tweaked seraphim shader

Postby tatsu » 22 Jun 2019, 22:45

Cuddles wrote: i don't think this was ever implemented

course not, we would have noticed! this is an outrage! we must get this in FAF now!
Run FAF + FA on linux, you can automate the whole install and setup process :
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Re: tweaked seraphim shader

Postby BlackYps » 25 Jun 2019, 16:29

There is a video on Youtube somewhere that demonstrates that the debris preserves the momentum of the killing shot and is not flying randomly. I just tested it and apparantly it was removed/not implemented. Not sure what the other changes are excactly.

Back to the shaders:
Here are some screenshots from Wonder:

current shader with bloom.jpg
current shader with bloom.jpg (732.29 KiB) Viewed 1128 times

current shader without bloom.jpg
current shader without bloom.jpg (787.04 KiB) Viewed 1128 times


You can see that they are really bright and the metal looks extremely "stripey" not really like metal.
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Re: tweaked seraphim shader

Postby BlackYps » 25 Jun 2019, 16:32

I tried to make it look more like a real brushed metal.

new shader with bloom.jpg
new shader with bloom.jpg (740 KiB) Viewed 1128 times


new shader without bloom.jpg
new shader without bloom.jpg (763.33 KiB) Viewed 1128 times


The "bloomy" parts also look different now. Do you prefer a more white and opaque look, or should it be shiny and reflect the sky? Should these parts recieve shadow or be as bright as possible?
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Re: tweaked seraphim shader

Postby Rikai » 25 Jun 2019, 17:17

BlackYps wrote:Do you prefer a more white and opaque look, or should it be shiny and reflect the sky? Should these parts recieve shadow or be as bright as possible?

The shadow on the luminescent part of the T2 Pgen looks strange. The Ball is supposed to give off light, not receive shadow, imo. But I always play with bloom enabled anyways.
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Re: tweaked seraphim shader

Postby Morax » 25 Jun 2019, 19:48

I always felt the "tribal tattoo" patterns were lost to this overly-shiny effect on the seraphim units. This is a nice thought...

Please join us in the maps and modifications channel where there's some unit modeling and texturing work taking place:

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