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FPSC Classic Models and Media / Normalmapping enemies

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Mr Flowerkohl
19
Years of Service
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 30th Aug 2007 14:06
Hi,

is it possible that with the 1.6 upgrade, normalmapping is
no longer supported ?

i tried the following with a character,

created:
character_D.dds
character_D2.dds
character_N.dds
character_S.dds

for normal and specular and diffuse mapping.
then i opened the fpe and set the fx to bumpent.fx
shaders are on and full quality. but the character is
just flat shaded. without any texture.

whats the problem ? anybody ?

yeah...thats the ticket !
Cheese Cake
17
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 14:12
I think it only was supported in v1.

I also tried some methods, with normal maps on segments
characters and static entities.

Using different effects to see which one worked.
But none of them did.


It seems that only weapons can support shaders.
And characters, but these wouldnt look that good.
Roger Wilco
19
Years of Service
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 30th Aug 2007 14:27
Characters do work, you have to use the bumpbone.fx shader.
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 14:33
Roger Wilco.

Yeah shaders work on characters...
But they dont look good.
They just lighten up a little.

Its not like the weapons, who actually reflects the lighting.
Mr Flowerkohl
19
Years of Service
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 30th Aug 2007 15:46
some time ago i got great results with normal mapping on characters.
really great results.
but seems like this feature isnt supported anymore.
And the bumpbone has nothing to do with bump or normalmapping
if i am right.
wheres john ?!?!

yeah...thats the ticket !
Mr Flowerkohl
19
Years of Service
User Offline
Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 30th Aug 2007 16:13
Okay...all problems solved.
going to take some screenshots and then i`ll
be back to show you all how its doable.

yeah...thats the ticket !
Cheese Cake
17
Years of Service
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 18:03
How did you do this?
Mr Flowerkohl
19
Years of Service
User Offline
Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 30th Aug 2007 18:12
Okay, for an entity, you do following :

Switch into the entity character directory and delete
the .BIN and .DBO file. then open up the character FPE file
and your visual info should look like this :

;visualinfo
textured = sc_d2.tga
effect = effectbank\bumpent\bumpent.fx
castshadow = 0

note :

for the use of normalmaps you need 3 Textures.One of the textures
is typed into the visualinfo. the engine looks up itself the other
two textures.

in this example theres an :

sc_d2.tga ( usual texture )
sc_N.tga ( Normalmap )
sc_S.tga ( Specular map )

all these textures have to be in your entity character directory.
If there are any .DDS textures, delete them !

if all done, just start up FPSC, be sure to activate the
shaders checkbox, and try your character out.

worked for me. and to prove this explanation, heres a screenshot.
Showing a selfmade hud, and 2 modified scientist models from jon,
and of course the dual beretta



yeah...thats the ticket !
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 30th Aug 2007 19:15
Nice!!!

Thanks!....I'll for sure check this out!
Nomad Soul
Moderator
17
Years of Service
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 31st Aug 2007 00:31
Interesting

Thanks for this. I'd pretty much given up on getting normal mapping to work properly. I've never included a specular map with the normal map before so definately going to check this out.

Does anyone have a good method for generating specular maps and illumination maps.

I think specular maps are supposed to be the normal map with adjusted brightness and contrast and illumination maps are filled in white for intensity but I've never been convinced that I'm doing the right thing before.

Thanks
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 31st Aug 2007 00:45
I just.

Made it a greyscale.
And then a little dodge and burn tools can do miracles.
(with photoshop)
Klive
17
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Joined: 10th May 2007
Location:
Posted: 31st Aug 2007 03:05
For my Specta textures I just greyscale image, and use the levels setting in photoshop, a lil dodge goes a long way, also you can burn but a lil at a time.
Nomad Soul
Moderator
17
Years of Service
User Offline
Joined: 9th Jan 2007
Location: United Kingdom
Posted: 4th Sep 2007 03:58
Thanks CheeseCake / Klive

I made a normal map and a specular map for the hazmat guy in FPSC model pack 4 and then used the bumpent shader which came out looking ok.

I've attached a screenshot of the results comparing the default with my shader variant.

So basically guns and characters can be given additional texture maps with some success but not level geometry. Unless TGC come out with a big announcement that their working on shaders in X9, I'll wait for X10 now, which supports full scene bump mapping.

Quote: "Another cool upgrade was the complete promotion of all sci-fi media to X10 using their full complement of textures. This means they will all have bump mapping as standard and, where provided, specular and illumination details. We discovered a good DX10 card can handle full scene bump mapping very well, and does not cause a significant performance drop. We are currently working on improving the sci-fi media as well, to ensure we get the best visuals from existing art. The cool trick here is that you can load in your old levels which use sci-fi segments, and get a visual boost simply by building it in X10. We have also added some new segments, which are even better!"


http://www.thegamecreators.com/data/newsletter/newsletter_issue_56.html

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