Quote: "nice. I'm going bald trying to figure them out too. THis saved me a few hours of experimentation , so cheers."
Your welcome!. I'm still working on this because I think its going to be essential to get FPSC graphics a little closer to what we are used to seeing in commercial FPS games.
Quote: "As a point, your normal map looks reversed on the wall i.e. the cemet is poking out and the bricks are sunken....surely it should be the other way?"
I think the walls are being rendered correctly for segment walls (part 3) just not for entity walls (part 4).
Quote: "I have had that with the sci fi segments. i thought it was just me."
Afraid so. Unfortunately I don't think this is going to be a weekend job to sort out either.
I've exchanged emails with Lee about this now and he has filed my findings and FPSC files away in his X9 work folder for testing once X10 has shipped. These are the main 2 points from Lee's reply other than that
1. I can say the lighting model for V10X shaders is not great, and can only use one light source which is pre-decided for you
2. Any shader would you do up until I can help more would have to remain trial and error alas, but there should be some nice tricks you can get away with, even with only one light
Point 1 makes sense looking at my screenshot in part 3 as whilst there is no light source in the room, the segments appear to be lit because there is a default pre determined light source being used from within the shader file itself. This also explains the rendering issues caused when additional light sources are introduced to the scene.
Point 2 is a bit more positive and looks as though it is going to be a case of learning a bit of HLSL (High Level Shading Language) in order to make custom .fx files to determine how normal mapped sections are rendered in game. I've downloaded FX Composer from the Nvidia developer site and imported the 'bumpent.fx' shader into it which I am amending and testing with at the moment. You could always just try amending the stock .fx files in notepad and see what results you get like with .fpi's.
Also I have decided to release the normal mapped segment room and entities shown in this post so that anyone interested in development with shaders has some FPSC ready files to work with.
I'm sure there won't be the single light source limitation with X10 shaders but it would be nice to make use of this feature in X9 as well. Like with most things in X9 the stock media is there to get you started but ideally you need to produce your own. This appears to apply to shaders too.
It would be nice to hear if anyone else has tried amending or writing their own shaders for X9 and had any success. I will update this post as and when I have made any progress.