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FPSC Classic Product Chat / Question Regarding Bump maps, normal maps etc.

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Asteric
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 21st Feb 2009 05:33
Hi, just have a few questions

1.What format do the normal maps etc. need to be in?
2.Do they work on custom segments with CoZ's shader?

Thanks

djmaster
User Banned
Posted: 21st Feb 2009 08:44
dds or tga is the format to be,and yes they will work on custom segments,you only have to set the fpe properly and make all the normal,specular ect. maps

A.K.A. djmaster
Asteric
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Posted: 21st Feb 2009 13:05
Yeah i have all of the normal, specular maps etcc, but i may need a hand with setting up the .fpe correctly

Pride
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Posted: 21st Feb 2009 14:38
You don't need to setup the fpe really except for the "textured =" field.

Say your character has the texture "tex_D2". The normal maps will be named "tex_N". The spec. maps will be named "tex_S". The diffuse map will be "tex_D". The occlusion map will be named "tex_O". Make sure in the fpe the fields "textured" is filled with the "D2" or "D" texture. And make sure the "effect" field is filled with an effect, starting with "effectbank/".

To my knowledge, FPSC does not support displacement maps, but I could be wrong.

Asteric
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Posted: 21st Feb 2009 15:16
My maps end with _OCC and _DISP etc. is this ok?

Nomad Soul
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Posted: 21st Feb 2009 15:34
Those texture extensions won't work as FPSC only uses single letters after the _ e.g. _D, _N, _S except for _D2 which tells the enngine only to use the diffuse texture.

Also a .fpe is for an entity not a segment. You mean .fps

Parallax maps are more difficult to get setup than normal mapping which your thread title suggests is what your looking for. Coz has just posted in his thread that he'll be releasing a normal mapping shader for segments later today which will be easier for you.

I had problems getting the parallax shader working on a custom segment last night but am really only after normal mapping so I'm just going to use that when it's released as I already have a bunch of segments ready to go with normal maps from X10.
Asteric
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Posted: 21st Feb 2009 15:57
Great, just a question though, am i totally screwed or can i change the _"..." to single letters?

Pride
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Posted: 21st Feb 2009 16:08
Yes, you can

Asteric
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Posted: 21st Feb 2009 16:17
okay, i gave it a go, but the floor is just grey, any ideas?

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Cyborg ART
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Joined: 14th Jan 2007
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Posted: 21st Feb 2009 19:19
Quote: "Great, just a question though, am i totally screwed or can i change the _"..." to single letters?"


What do you mean?
You can only use the ones wich FPSC recognizes:
_d, _d2, _n, _s etc

Asteric
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Posted: 21st Feb 2009 19:59
yeah what i meant was, if i make a specular map, it saves a _spec, so can i rename it to _S ?

Avid
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Posted: 22nd Feb 2009 00:20
well obviously yes, it's just a file name isn't it?

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Asteric
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Posted: 22nd Feb 2009 00:29
hey, better to be safe than sorry

Asteric
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Posted: 22nd Feb 2009 00:33
huh, every time i test my game, the floor just comes up grey, in the .fps file i have

textured=eostile_D.tga

and i have the normal maps and others in the same foler

Avid
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Posted: 22nd Feb 2009 01:05


arrange it EXACTLY like that, you either need JUST a D2 texture or all of them. It's gonna show up grey because you used just a "D" texture not "d2".

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Asteric
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Posted: 22nd Feb 2009 01:22
thanks worked perfect, really appreciated

Avid
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Posted: 22nd Feb 2009 01:38
I actually totally forgot before, so i just opened up a segment file and copied the data into that post there. So remember for future, the answers are literally already in the game files .

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Asteric
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Posted: 22nd Feb 2009 01:47
oh man, sorry to be a pain and a noob, but everything works apart from the diffuse

Asteric
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Posted: 22nd Feb 2009 02:14
i just tried it with an entity and got exactly the same results. See pic.

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