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FPSC Classic Models and Media / Request for a tutorial

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Toasty Fresh
19
Years of Service
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 27th Feb 2010 00:15
Hello everyone

I bought MP38 recently, mainly because of the shaders. But I can't figure out how to apply these shaders to segments. I've done it before with guns but segments aren't guns, so my request is for somebody to do a short tutorial on how to apply shaders to segments.

Cheers, Toasty

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Cosmic Prophet
18
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Joined: 17th Mar 2008
Location: The Cosmos
Posted: 27th Feb 2010 01:00 Edited at: 27th Feb 2010 01:03
Hey Toasty Fresh. Open up one of the .fps files from the Metro Theater directory.

Look down where you see the entry labled "effect", it's right under the tranparency entry, and points to the shader.

effect0 = effectbank\metro theater\segments\lightmapped\lobbyfloor.fx

This line assigns the shader to the floor part of the segment.

(Note that the effect is numbered in sequence per unit of the segment. ex: effect0, effect1, effect2, and so on).

The next entry would assign a shader to one of the walls, and so on.

After you make your segment, say in Firma, you need to add these entries into the .fps file.

I try and use the same shaders that bond1 used for each segment part.

Hope this helps.

I've developed a new philosophy... I only dread one day at a time.
Toasty Fresh
19
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 28th Feb 2010 05:52
It clears some things up a bit for me but after following that there is no noticeable effect, and I've tried it on two different segments. One from MP5 and one stock.

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mindragon
16
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Joined: 3rd Jan 2010
Location: Sweden
Posted: 28th Feb 2010 09:18
I´m a new user and I´ve just started to experiment with these myself, but I´ve found some useful info in the Model Pack 38-thread. (http://forum.thegamecreators.com/?m=forum_view&t=161769&b=24)


- It seems you have to put all the textures in the texturebank (not in segments- or entities bank)
- The path should point to your _D2 texture.
- The other textures have to be named _D, _N and _I.
- For entities it´s important to use the static shaders for the static entities and the dynamic shaders for the dynamic entities. One can see in the effectbank which shaders are which.

Any user more experienced than I am-please correct me if I´m wrong, because I want to learn this as well.

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