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FPSC Classic Models and Media / Shaders, how to apply them?

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DonWON
17
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Joined: 4th May 2009
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Posted: 24th Oct 2009 23:01
Ok.. I know its been asked many times but yet no one seems to have answers just links to other threads that dont have answers.

My question is when I have a shader made how do you get them on the segment? Whats the steps for the scripts and what nots? I know this will probably be answered with more questions since my questions is not very detailed but I would like to know if any of the experts that have already done this could give us a bit of a tutorial.

Also I have searched and would not ask this if something complete was out there. Mostly found posts like "figured it out", but yet no answer.

Thanks in advance.


Stefano
User Banned
Posted: 26th Oct 2009 03:16
You need to change the .fps file

Here is an example of a stock wall

partmode1 = 0
...
texture1 = texturebank\scifi\walls\metal\w_e_all_01_d2.tga
...
effect1 = effectbank\illuminationmap\illuminationmap.fx

where illuminationmap shader is applied to segment mesh number 1

You also need to have your map named this way

xxxx_d (diffuse map)
xxxx_S (specular map)
xxxx_N (normal map)
xxxx_I (illumination or glow map)
DonWON
17
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Joined: 4th May 2009
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Posted: 26th Oct 2009 14:44
I have tried this already but I may have missed something so I will go back and see whats missing. Thanks for the response.


baggins
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Joined: 1st Feb 2009
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Posted: 16th Nov 2009 16:25
While stefano is correct to some degree about the naming of files used in various shaders there are still unexplained issues. One of the problems you will have is evident in the illuminationmap.fx file. It requires a variety of input for the correct effects to occur. You will notice on about lines 25 - 27 that it is looking for some tga files. I assume that lm.tga is a light map that is generated either by the game at build time or is an input from a light map producing systems such as giles. Having output several games using high settings I have yet to see this file created by the game builder, so I assume the second point is the correct one.
Also illumination.tga is not created by the game builder so I can only assume that this shader will not have an appropriate effect. This problem is evident in a number of other fx shaders including illuminationent and bumpbone.
It would be really cool if one of the DBPro devs such as evolved would get involved and look at how VS2 and PS2 shaders could be incorporated in the game. It would also be nice if one of the TGC coders could shed some light on this as it seems to be one of the big unanswered issues.

there just has to be light at the end of the tunnel, even if its only a birthday candle....and cake!

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