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FPSC Classic Product Chat / Segments and normal maps

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SpyDaniel
18
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Location: United Kingdom
Posted: 8th Mar 2008 00:43
I've had trouble getting normal maps to with with segments (also entities, but that's not the point). I have placed the normal maps in with the texture maps using the _N at the end of the file name, but no fancy normal map effects can be seen.

Could some one help me and explain what I have to do to get normal maps working?

CoffeeGrunt
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Posted: 8th Mar 2008 00:53
I think you use shader effects....

Also, open the segments .fps in notepad and check the line texturen, make sure it's pointing to your normal map...

SpyDaniel
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Posted: 8th Mar 2008 01:02
I've done all this before, with no results. I'll give it ago again, but I doubt it will work this time.

CoffeeGrunt
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Posted: 8th Mar 2008 01:18
Normal maps aren't something I could say that I know everything about,....

In fact, I don't think I've ever used them....

SpyDaniel
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Posted: 8th Mar 2008 01:46
I don't think they work for custom segments, I copied the layout of a stock segment and my walls had no detail from the normal map. That kind of sucks :\

CoffeeGrunt
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Posted: 8th Mar 2008 02:10
Hmm...

I guess this is something you'd have to relay to a "higher authority"

Probably E-Mail Lee....

SamHH
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Posted: 8th Mar 2008 02:59
Do you have a _S map? I think you need one. It only needs to be a greyscale of your diffuse texture.



Dark Jaguar Flame
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Posted: 8th Mar 2008 11:19
With shader do you want use, i have learn many about shaders the last time..

Do you have "full shader effects" on?

Do you have many dynamic lights?

Wich shader you want , bump, bumpent etc

Do you have write the shader line to the FPS?

It can by more problems but check this first..

Aaagreen
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Posted: 8th Mar 2008 11:36
i did it with mp16's concrete floor, it worked fine.

Formerly Bum Fat Cheese
Dark Jaguar Flame
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Posted: 8th Mar 2008 11:51
I do it with my costum models and segments with sometimes only one problem..

Its flikkering .. i mean there come some wierd things and that is going on off on off

SpyDaniel
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Posted: 8th Mar 2008 12:23


That is what I have in my fps file. I also have full shader effects on, I have no dynamic lights, they are all static. The walls stay flat, the normal map does not add any detail.

Dark Jaguar Flame
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Posted: 8th Mar 2008 12:44 Edited at: 8th Mar 2008 12:46
I can see of i can help you, pleas wait a moment

Quote: "I have no dynamic lights"


Try place many dynamic lights and delete the static and try again..

Dynamic lights are needed for shader effects..

SpyDaniel
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Posted: 8th Mar 2008 12:48
Quote: "Dynamic lights are needed for shader effects.."


But the scifi segments worj without any lighting.

Dark Jaguar Flame
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Posted: 8th Mar 2008 12:54
I have now 2 bump shaded objects..
2 walls
1 entity

I post the screenshots soon

SpyDaniel
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Posted: 8th Mar 2008 12:55
I did what you said, added some dynamic lights, but the walls with the normal maps disappeared :\

Dark Jaguar Flame
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Posted: 8th Mar 2008 12:58 Edited at: 8th Mar 2008 12:59
Screenshot

Wall left : bumpcubereflectalpha
Wall right :bump

TrashCan : bumpcubereflectalpha
Painting : bumpcubereflectalpha

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Dark Jaguar Flame
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Posted: 8th Mar 2008 13:01 Edited at: 8th Mar 2008 13:05
Now the same walls and entity's with static lighting:

FPS file:



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SpyDaniel
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Posted: 8th Mar 2008 13:40
Doesnt look like you did it the same way the stock segments where done. Do you have the _N texture in the same folder as the _d2?

CoffeeGrunt
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Posted: 8th Mar 2008 13:45
@Higgins
Quote: "Do you have a _S map? I think you need one. It only needs to be a greyscale of your diffuse texture."


I want to Game got it, you need a specular map (_S), which is basically a greyscale of your diffuse, (normal) texture......

I forgot about needing those....

SpyDaniel
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Posted: 8th Mar 2008 14:25
Well I got as far as the walls turning black, almost the same as Dark Jaguar Flame's screenshots. I'm going to leave it, because it doesnt seem to work.

Dark Jaguar Flame
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Posted: 8th Mar 2008 14:36 Edited at: 8th Mar 2008 14:37
Quote: "Do you have the _N texture in the same folder as the _d2"


Yes

Quote: "I want to Game got it, you need a specular map (_S), which is basically a greyscale of your diffuse, (normal) texture......
"


I dont have a _S texture

Scope
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Posted: 8th Mar 2008 19:54
Higgins if you have the FPSC Segment Editor,the tutorials that come with the editor,show you how to do this.Tutorial Number 4.
Scope.
Nomad Soul
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Posted: 8th Mar 2008 20:41
You could have saved yourself a little time here.

Its been tried, tested, tried, tested and tried again.

The stock FPSC X9 shaders just dont stand up when creating normal and specular mapped segments.

Heres the info I provided which I've followed the TGC normal mapping segments tutorial for with screenshots.

http://forum.thegamecreators.com/?m=forum_view&t=104897&b=21

I'm not sure why your segments are coming out greyscale. I've managed to get them working in colour but always fell over when trying to use the effect on walls and floors.

The bump mapping in FPSC X10 is much better and actually works properly which is probably why TGC haven't updated the X9 ones.

The relief shader included in the latest EFX Mod looks more promising though.

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