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FPSC Classic Product Chat / Shaders for static items and segments? and mods that you dont need to buy but to make a comercal game?

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JZ28
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Posted: 27th Jun 2009 09:18 Edited at: 25th Aug 2013 01:00
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Plystire
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Posted: 27th Jun 2009 21:48
Shaders suck on static entities and segments unless you're using a Mod that has rewritten a vast majority of the shader code that deals with them. The only one that would be useful that comes to mind would be efxMod.

Free Mods would include..... AirMod and S4Mod. Also the ENB Seris Mods that people have brought to the boards.


The one and only,


djmaster
User Banned
Posted: 27th Jun 2009 22:37
Ply,wasnt you coding up some segment shader compability for your mod?

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JZ28
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Posted: 28th Jun 2009 01:00 Edited at: 25th Aug 2013 01:00
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Aertic
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Posted: 28th Jun 2009 02:03
Quote: "_S = SPECULAR = ???"

Specularity is the quantity used in 3D rendering which represents the amount of specular reflectivity a surface has. It is a key component in determining the brightness of specular highlights, along with shininess to determine the size of the highlights.

It is frequently used in real-time computer graphics where the mirror-like specular reflection of light from other surfaces is often ignored (due to the more intensive computations required to calculate this), and the specular reflection of light direct from point light sources is modelled as specular highlight

Quote: "_N = NORMAL = ???"

Normal mapping, or "Dot3 bump mapping", is a technique used for bump mapping. It is used to add details without using more polygons. A normal map is usually an RGB image that corresponds to the X, Y, and Z coordinates of a surface normal from a more detailed version of the object. A common use of this technique is to greatly enhance the appearance and details of a low polygon model by generating a normal map from a high polygon model.



Also FPSC doesnt need your "AUV" maps, the UV is made and wrapped onto the model...

Also theirs Parallax maps,
Quote: "
Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. Parallax mapping was introduced by Tomomichi Kaneko et al. in 2001.

Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to parallax effects as the view changes.

Parallax mapping described by Kaneko is a single step process that does not account for occlusion. Subsequent enhancements have been made to the algorithm incorporating iterative approaches to allow for occlusion and accurate silhouette rendering."


TL ; DR? Then it's a Map that adds a much more 3D effect to a certain object that gives it a realistic feeling,

EG:


Nomad Soul
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Posted: 28th Jun 2009 03:01
I think the lack of support for shaders with static entities and segments has been such a pain for some of us we are reluctant to discuss it anymore.

There is nothing wrong with FPSC's ability to produce good shader model 3 effects with dynamic entities so its just a problem with the way data is handled for static geometry. Ply has given detailed commentary about this.

This is probably the only feature in FPSC X9 that has proved a step too far for TGC or modders to overcome.

EFX mod team have come up with some tech that allows proper use of shaders on segments but it requires a dynamic lighting system which presents its own problems.
JZ28
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Posted: 28th Jun 2009 03:21 Edited at: 25th Aug 2013 01:01


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JZ28
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Posted: 28th Jun 2009 04:04 Edited at: 25th Aug 2013 01:01


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djmaster
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Posted: 28th Jun 2009 19:28
First theres no _AUV textures and second bumpmap is same as normalmap and it should be _N.The textures you need are _D,_D2,_S,_N and thats it.So normal baked texture,diffuse texture,specular texture and normalmap.

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Nomad Soul
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Posted: 28th Jun 2009 19:32
bar1_D.tga
bar1_S.tga
bar1_N.tga

D=diffuse
S=specular
N=normal

FPSC does not use bump maps i.e. _B

As I said using a dynamic lighting system for applying shaders to segments is going to create a bunch of problems for you.

FPSC X10 allows for segments on static entities and segments with static lights so maybe the migration will bring this feature for X9 but don't expect it to be possible anytime soon.
CoffeeGrunt
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Posted: 28th Jun 2009 22:19
You forgot bar1_I.tga, for illumination...

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-Frankie Boyle, on Mock the Week
JZ28
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Posted: 29th Jun 2009 00:26 Edited at: 25th Aug 2013 01:01


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