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FPSC Classic Product Chat / My Errant AI weapons shader: Won't work with Project blue 1.7??

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creator of zombies
20
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 12th Jan 2010 21:20
Greetings all,
As the title suggests, I just recently went to apply my weapon shader for Errant AI's weapons to the lugwrench, which is when I encountered this strange problem.

I altered the shader file as stated in the PB guide, but when the weapon is picked up, it's just invisible (so basically, Iv'e picked up a weapon, but I don't actually have one). This always happens when I go to apply my shader.

If anyone could offer advice, or make the shader PB ready then I would be very grateful!

The shader code looks like this:


And I have these texture files for the lugwrench:
"gun_D2"
"gun_D"
"gun_S"
"gun_N"

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
PW Productions
17
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 12th Jan 2010 23:32
Feels weird trying to help you, shader expert (joking).

Quote: "SpecularEnable = FALSE"


Well, what is the shader supposed to do in the first place?

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Hockeykid
DBPro Tool Maker
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Posted: 12th Jan 2010 23:36
Could you please confirm whether or not this works in other mods/stock as you may know BlackFox and I have taken over PB/(S4's and Ply's legacy ) so were looking for any bugs that we can log so please do not forget to "speak up" if it is a bug. Also so you know Ply's new shader system was removed for the final release of V1.7 as S4 said it was causing problems so I don't know if maybe you have the setup that Ply's removed shader system used.

Plystire
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Location: Staring into the digital ether
Posted: 13th Jan 2010 09:29
I still think the shader system should have stayed.

Regardless, changing it to be compatible with the shader system I made would not make this particular shader not work with the default system as his textures are set up in the regular "DINS" format... since he has no illumination map, it would be "DNS", which is the order in which he has.


Confusion aside... assuming you are holding onto a rare copy that DOES have the shader system installed... perhaps the limbs of the model were not given the correct texture name, since the shader system I wrote grabbed the texture names directly from the model limbs.

Now... I don't think the shader is mixing up textures or anything like that... Since you stated that model simply disappears, this tells me that the shader encountered an error at some point. This may be due to code within the shader that happened to toss up an error, or it may be (more likely) that the textures are simply not being passed to the shader as they should.


I would suggest the following:

- Attempt to apply your shader to the model in a stock FPSC installation.

- If the above fails, fix your shader to work within the vanilla FPSC installation first and find out what the problem was.
- If the above does not fail, I suggest requesting nicely of hockeykid to look into the shader code of the source to determine what the problem may be.


The one thing I disliked the most about the stock shader system was that it required a very specific naming convention and restricted your use of more than 4-5 textures. Not only that, but your weapons could not have seperate shader textures for limbs. That is why I wrote a new system, to allow for an unlimited number of textures to be applied (so long as your shader is written to suit the system.... which btw, good job on your part, it is ) and seperate limbs of the model are given their OWN shader textures, something I know Errant would greatly appreciate.


If you have a version of PB with the system implemented, then the only I can surmise as the problem would be the model's embedded texture names not being the same as your actual texture names.

However, if you don't have a copy with the system installed, because it's true that the system was removed, there could be a number of things wrong. The main thing I can see as being as problem would be the use of the cube map... perhaps removing that from your shader would make it work in the default system.


Good luck!


The one and only,


creator of zombies
20
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 13th Jan 2010 12:35
@Plystire: Iv's just discovered that no custom weapon (shader or not) will appear when picked up using Project blue 1.8.

CoZ

-Demon Sun: Lead Developer-
Dead Man's Cradle: Lead Developer
PW Productions
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Location: sitting in a chair.
Posted: 14th Jan 2010 05:00
Hm, tomorrow I've yet to try one of your weapon shaders, see how it'll work with PB.

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Plystire
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Location: Staring into the digital ether
Posted: 14th Jan 2010 07:02
That is indeed a problem, CoZ. One that will more than likely be discussed before v1.8 exits beta.

A friendly reminder of the issue would be great to the new PB team. Shoot BlackFox an email and I'm positive it'll get fixed as soon as it can.


The one and only,


Nomad Soul
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 23rd Jan 2010 21:05
Well unless the shader system has changed dramatically from PB v1.17 final to v1.18 I don't understand why your having trouble.

I used the coz weapon shader on Errant's G36C using PB 1.17 and it worked just fine
http://www.youtube.com/watch?v=yOJE-tbpUjU

I found setting the full screen shaders on weapons flag to 0 works best.

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