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FPSC Classic Models and Media / Problems with Shaders and Lighting

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Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 27th May 2007 22:38 Edited at: 27th May 2007 22:40
Hi, I created a texture for a project I'm working on with a Normal map, and two normal textures. The Normal is set to N, the map without detail is set to D, and the map with detail is set to D2 for when I don't want to use shaders.

Anyway, I rended the project in FPSC v1.05 with dynamic lighting, full light mapping and full shaders, and received the following result:



As you can see, the light mapping is messed up, as is the shading effect. Has anyone else had this problem?

I'm using a BFG 8800GTS 320mb graphics card with the latest driver (updated today), and the latest version of Direct X 9.0c.

If anyone can point out what I'm doing wrong I'll be very greatful!

P.S. I seem to get good results with Full shaders, full lightmapping. I only get the above result when I use both together.

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LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 28th May 2007 15:05
The default segment media does not exhibit the corruption in the shot above, so it may be worth looking at the media you are using. Here is a copy of an element within a segment, which you must recreate as close as possible:

;Segment Parts

partmode0 = 0
meshname0 = meshbank\scifi\moonbase\rooms\laboratory\floor_a.x
offx0 = 0
offy0 = -51
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\scifi\floors\metal\f_b_01_d2.tga
textured0 = texturebank\scifi\floors\metal\f_b_01_D.tga
texturen0 = texturebank\scifi\floors\metal\f_b_01_N.tga
textures0 = texturebank\scifi\floors\metal\f_b_01_S.tga
transparency0 = 0
effect0 = effectbank\bump\bump.fx
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 1
materialindex0 = 2

The attached shot is a small room using this segment floor element using full effects, full lightmapping, two static lights and one dynamic light. I can confirm that although illumination mapping works with full lighting, normal maps only work at present when full lighting is not employed. This bug has been set to low priority because the lighting model required to use normal mapping across the entire scene would be too intense to retain gameplay speeds on most machines. Illumination mapping is only used sparingly in certain segments and can be incorporated without loosing framerate. If there is much demand for full normal mapping in full lightmapping mode I can step this bug up to a higher priority.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "

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