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FPSC Classic Product Chat / what are _S.dds for?

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kutte128
18
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Joined: 18th Apr 2006
Location: Germany
Posted: 24th May 2007 16:46
hi there,

does fpsc support the *_S.dds files anyway?
i even (temporary) deleted some but i didn't see any difference on the models.

best regards,
kute128
Johaness
18
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Joined: 20th Sep 2006
Location:
Posted: 24th May 2007 20:20
specular maps
kutte128
18
Years of Service
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Joined: 18th Apr 2006
Location: Germany
Posted: 24th May 2007 21:51
yeah... but does they actually DO anything?
vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 24th May 2007 23:01
you'll see a difference if you have lighting
kutte128
18
Years of Service
User Offline
Joined: 18th Apr 2006
Location: Germany
Posted: 25th May 2007 11:00
i know the shaders only work right if there's a light. so i built a 2 segment room with 1 static light, a player and a col-x, attached several shaders on it and ran the game. but i didn't see any differences with the specular maps and with deleted _S.dds.

oh, i'm using fpsc 1.05rc2 and a geforce 6600 AGP with the latest drivers

but if fpsc actually supports specular maps, i will simply create them for my models/walls. maybe i'll see a difference someday

best regards,
kutte128
Roger Wilco
19
Years of Service
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 25th May 2007 15:55
Specular maps uses, just as illumination and alpha maps, a greyscale picture to make certain areas of the textures reflect lights more than other areas. It works kind of like a detail enhancement, to make the ordinary displacement maps look better.

"Or perhaps we're just one of god's little jokes?"
fallen one
18
Years of Service
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 25th May 2007 17:24
someone should make a list with pictures that shows what shaders actualy work, and I mean work proper as some that are said to work dont.

Im sure there are ways of faking an effect as well. Ive seen bump maps used in UE2 when that version of the engine didnt support them, creative people can come up with interesting work arounds.
Roger Wilco
19
Years of Service
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 25th May 2007 17:54
I could do a tutorial on making illumination maps if anyones intrerested. They're quite simple to make actually, but I've yet to check if they function properly. But if anyone's interested in a tutorial on making illumination maps, just tell me and I'll do one sometime.

"Or perhaps we're just one of god's little jokes?"
tyrano man
17
Years of Service
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 25th May 2007 19:41
Quote: "geforce 6600 AGP"

Thats quite old now, so you may not be able to see FPSC's shaders Some graphics cards can't.

muggins majik
17
Years of Service
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Joined: 19th Oct 2006
Location:
Posted: 26th May 2007 07:20
Quote: "I could do a tutorial on making illumination maps if anyones intrerested. They're quite simple to make actually, but I've yet to check if they function properly. But if anyone's interested in a tutorial on making illumination maps, just tell me and I'll do one sometime."


Yes please, that sound like a good idea and you can never have too many tutorials.
kutte128
18
Years of Service
User Offline
Joined: 18th Apr 2006
Location: Germany
Posted: 26th May 2007 10:52
tutorials are alway good

Quote: "
Thats quite old now, so you may not be able to see FPSC's shaders Some graphics cards can't.
"

i can see (most?) fpsc shaders just fine. i think the 6600 (without gt) supports shaders 3.0.
you're right it's n old card by now but it still suits my needs.

best regards,
kutte128

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