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FPSC Classic Product Chat / How to use shaders?

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AceEvo
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Joined: 14th Aug 2010
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Posted: 22nd Aug 2010 20:47
I've been looking at some screenshots and videos of some very nice FPSC made games, and I've heard a lot of talk about shaders. I was wondering how to use shaders, and what version of FPSC I would need to use them.

Thanks again,
-AceEvo
Bootlicker
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Posted: 22nd Aug 2010 20:50
Any version of FPSC can operate shaders. You just need to go to

File > Preferences > Full Shader Effects

When placing an entity right click on it and go to the shader field, then apply the shader you want. The entity must have the right maps though. Most shaders need a _I, _N, _D and _D2 map. These can be made from the original texture.

If you need a shader on a segment you need to have the right maps for that texture then find the segment .fps file and paste the location of your shader into each shader field in there.

Good Luck


AceEvo
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Posted: 22nd Aug 2010 20:57 Edited at: 22nd Aug 2010 21:00
When placing an entity right click on it and go to the shader field, then apply the shader you want. The entity must have the right maps though. Most shaders need a _I, _N, _D and _D2 map. These can be made from the original texture.

-----

I'm still learning, so I didn't quite catch all that. How do I get\make\use these maps?

EDIT: I just thought of another thing I'm unsure of. When placing a shader, how do you control the range of the shader?
Bootlicker
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Posted: 22nd Aug 2010 21:39
Quote: "I'm still learning, so I didn't quite catch all that. How do I get\make\use these maps?

EDIT: I just thought of another thing I'm unsure of. When placing a shader, how do you control the range of the shader?"


Entities must have a _D texture. You need a piece of software such as photoshop, GIMP, paint.net etc. The _I is essentially a greyscale version of the _D texture. (Despite some people saying that is wrong and unprofessional it works for me).

The _N texture is made with the same software but with a different tool, I use photoshop so that't the only way I know how to do it. I use the Nvidia bump filter. When you grab a editing tool try to get one with the bump map function thats what creates your _N maps. Which is the _D texture with this effect applied.

The _D texture is the texture that provides the colour for the entity, all entities and segments need one of these for it to work. The _D2 is a copy of the _D, although I'm sure it has some other function, I'm not sure why it's there. I just use a copy of the _D.

Save all those textures in the folder where you found the original and away you go. Some entities come with these already made, the stocks ones do and a lot of the more recently released entities.


You can't change the range of a shader without editing it's code manually or with darkshader. It's often controlled by the lights that you place. Try experimenting with different light ranges and colours, they should affect the shader.

Try looking here for some new shaders, when he says _S maps thats the same as _I.

Good Luck... again

http://forum.thegamecreators.com/?m=forum_view&t=145214&b=21


AceEvo
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Posted: 22nd Aug 2010 22:40
Alright, thanks... I'm a techie guy, but i'm new to FPSC and this seems kind of over my head so I think I'll wait a bit before doing this.

Thanks for the help!
Bootlicker
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Posted: 22nd Aug 2010 22:49
hehe, took me a year and a half of FPSC to even realise that shaders made your game look better, before I just thought they did nothing so I never built my games with them. Now I always do.


AceEvo
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Posted: 1st Sep 2010 08:14
Well, I just browsed the showcase and WIP forums, and shaders seem to be essential in high quality games, so I'm going to study these posts and learn. Thanks for your help.

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