Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Hovertank+normal map problem

Author
Message
JLMoondog
Moderator
17
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Feb 2010 18:38 Edited at: 24th Feb 2010 19:11
Since I received my copy of FPSC early this year, I've been meaning to start creating models to sell in the store. Now that I free'd up some time, I've started to learn how to actually import the models. This is my first attempt to import a model I created for my 100m/100d project from last year.

I've read several tutorials and I was successful in getting my tank in the game, after a few hours of cursing and hitting my head against the keyboard.

In-game:


Next was to add the normal map for it. I've read a few tutorials on the subject and went for it. This is what I ended up with, and no matter what variables or shaders I change, it always turns out like this:


So here's a few questions:
1)How can I succesfully add a normal map? (attachment included)
2)Is there any easier way to scale the objects by either using the FPE file, or some other means other then doing it inside my modeling package?


Attached is the model, textures and fpe file for the hovertank.

Thanks for the help.

P.S. If anyone wants, they can use the model in their game. Though it was meant for an RTS-style game where you would see it from a distance, so it's very low poly. The texture is high resolution, so at least it looks decent in FPSC.


Dr Parsnips
18
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 24th Feb 2010 19:57
Hey josh, Normal mapping in FPSC doesn't really work without a MOD. There are Bond1's shaders that have recently been released in Model pack 38 that sort of work with normal maps on dynamic entities, but if your Hover tank is a character you're better off waiting for his new model pack that has character shaders in. (the other shaders don't seem to be character friendly and result in massive FPS drops.)

To answer your other question. Yes in the FPE there is a scale option which allows you to adjust the scale of the object.

If you want the object to be full size (i.e. the size which you exported it as) you leave it at 100. Anything lower than this will adjust the scale accordingly, so 70 will be 70% of the original size.

here is an example of what I mean:


That is the FPE (or some of it) of an entity with its scale at 100



and that is the same FPE but with 70 as its scale.

I hope this helps!

JLMoondog
Moderator
17
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 24th Feb 2010 20:12 Edited at: 24th Feb 2010 20:15
Alright cool. I think I'll stay clear of normals for now. I didn't even notice the scale variable there, thanks for pointing it out. Hopefully it works in the opposite fashion, scaling upward. If exported from TS, they are extremely small, though when I import them with DBP they are normal size. I've read somewhere that segments in FPSC are actually very huge in DB unit size, not sure if it's true, but it looks to be it.

Thanks for the help. Hopefully to add some free stuff soon as I'm getting back into the modeling spirit after a bad last few weeks.

One last stupid question. I noticed some fpe files show full file paths and others don't. How far back does a file path have to go (folder terms) before it reads the usable file for that fpe? My FPSC is installed to the D drive not the C, so it would be a hassle to have to change the file path every time I wanted to distribute it.

Thanks again...noob at work.


Dr Parsnips
18
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 25th Feb 2010 19:59
I don't think it goes that far back, it only looks in your FPSC files, so it safe to say it wont be a problem. Some FPE's don't have filepaths because you can leave all the things required in the same folder as the FPE and it will just look there for them. It makes it difficult to use shaders then tho.

Glad to hear you will be moddeling for us in the future!

Peace out bro!

JLMoondog
Moderator
17
Years of Service
User Offline
Joined: 18th Jan 2009
Location: Paradox
Posted: 27th Feb 2010 03:07
Alright, very cool, thanks for answering my questions. Now onto some work.


Login to post a reply

Server time is: 2026-07-10 11:40:17
Your offset time is: 2026-07-10 11:40:17