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FPSC Classic Product Chat / Adding full-shaders loosing texture.

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Delusional Games
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Posted: 16th Feb 2011 23:37
I just update fpsc to v118 beta9 just to find out that when I enable full-shaders the segments texture just vanishes. And the player isnt in that room...even do he is O.o??
Whats happening with the creator lately?

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
WickedX
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Posted: 17th Feb 2011 01:33
Ya, I’m having the same problem. I believe it started with BETA3 when water was added. The problem is not everyone is experiencing it. I’ve tried altering the setup.ini file in everyway possible with now luck. Wish there was a way to disable it completely in the setup.ini. Then we would know if that is what’s causing the problem.
warstormed
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Posted: 17th Feb 2011 02:58
try updating directx and building the map, and then testing it.

I Am The Toxik One!
WickedX
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Posted: 17th Feb 2011 17:05
@warstormed

Did that before reading your post. Problem still persisted. As an experiment I backed up my effectbank folder and copied effects from V117. Shaders are working as they should. The problem seems to be the new shader library.

Thanks.
That Guy John
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Posted: 17th Feb 2011 19:19
WickedXGames,

I tried what you said didn't work for me.
I had the 117 update exe on my external, extracted with 7zip, backed up my current effects bank, then copied the effects bank from the extracted 117 update and dropped it into the fpsc files directory.
FPSC Cleaner and Memdump.

Still getting it.

Is there anything else you did that might have fixed it for you?
Or maybe I goofed up trying to do what you did..
WickedX
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Posted: 17th Feb 2011 21:50
Quote: "Is there anything else you did that might have fixed it for you?"


Other than building a fresh map no. Funniest thing I somehow got the new shaders to work on a map build in V117. It looked like crap but it wasn’t all dark. I don’t know what’s up with this, guess it’s all up to the throw of the dice.
WickedX
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Posted: 18th Feb 2011 06:47 Edited at: 18th Feb 2011 07:10
Ok, now I feel like a complete moron. Shaders need dynamic lighting to work! That is the reason segments are black.

Edit: Still have the problem with static light mapping throwing the visible universe off.
That Guy John
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Posted: 18th Feb 2011 07:55
I went and checked to see if it is listed as a bug on the google code project and it is. Here

After reading, I tested out a couple of the recomendations.
I came up with this, you can have either the light mapping on or you can have the shaders on.. one or the other, not both at the same time.

Can someone else confirm? Make sure you run the cleaner before / in between each test you do.
WickedX
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Posted: 18th Feb 2011 16:15 Edited at: 18th Feb 2011 17:13
I had that same thought. Tested and confirmed. Works on my end.

Thanks.
Delusional Games
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Posted: 18th Feb 2011 16:50
You can run with shaders off and lightmapping on, but it does not work vise versa. And thats too bad, I hope that will be fixed in official 118 update.

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
WickedX
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Posted: 18th Feb 2011 16:54
One or the other works for me. just not both.
That Guy John
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Posted: 18th Feb 2011 17:57
Well at least at this point we can continue to tweak and test our maps until it gets ironed out.

I am going to take some time today and tweak which shaders are being used per entity and segment to see if it is a particular shader doing it.
RelMayer
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Posted: 18th Feb 2011 18:39
I got this problem with all shader I have (MP38, Bond1's free shaders, the 1.17 ones...)

Please apologize my bad english, I'm French.

ELDORA Rocks !
That Guy John
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Posted: 18th Feb 2011 19:02
RelMayer, can you go through each entity and segment and list which effect each one points to in its script.

Example:



See if we can narrow it down, right now I am going through and just deleting all the effect referrences from each entity and segment in a test map one at a time, run cleaner, test map, delete effect reference, run cleaner, test map,... I am going to go through that and see if removing one particular effect changes anything.
WickedX
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Posted: 18th Feb 2011 19:33 Edited at: 18th Feb 2011 19:51
So now that we have either light mapping or shaders. I decided to start my game. I built a map with static lights and light mapping turned on. Then I changed the static light to dynamic, turned light mapping off and turned shaders on. Went back to static lighting with mapping on. Added dynamic lights and ran a test build with both. Success, worked beautifully.

Cheers.
That Guy John
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Posted: 18th Feb 2011 19:52
Wicked,

Did you run the cleaner between each test?
WickedX
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Posted: 18th Feb 2011 19:57 Edited at: 18th Feb 2011 20:00
No, ran it and deleted testlevel and lighmapping data before I started only.
That Guy John
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Posted: 18th Feb 2011 20:00
Run the cleaner and memdump in between each test and see what you come up with.

Its frustrating, it seems like its fixed, then you run the cleaner and test again.. then whammy..
WickedX
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Posted: 18th Feb 2011 20:03
Have to run out in a few. i'll test that when I return and post my findings.
charger bandit
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Posted: 18th Feb 2011 20:18
I've posted this a few times and I will again: Placing a Metro Theater segment seems to fix the problem,atleast for me.


Delusional Games
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Posted: 18th Feb 2011 20:22
Quote: "So now that we have either light mapping or shaders. I decided to start my game. I built a map with static lights and light mapping turned on. Then I changed the static light to dynamic, turned light mapping off and turned shaders on. Went back to static lighting with mapping on. Added dynamic lights and ran a test build with both. Success, worked beautifully.
"



Well guys:

WickedXGames`s recipe for having both shaders and lightmapping was a success, but for me works only when Lightmapping options are set to ``best for performance``

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
That Guy John
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Posted: 18th Feb 2011 20:43 Edited at: 18th Feb 2011 20:52
Quote: "Metro Theater segment "

Not everyone has this pack and it is not a fix. < (not being as harsh as it might sound, just trying to narrow it down to one file)
Could you post some snippets of the fps file associated with the segment you are using? Particularly showing which effects it is using and anything else it associates itself with.
Flatlander
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Posted: 18th Feb 2011 20:56
Try setting postprocessing equal to 0. You will find in in the setup.ini file and the default is set to 1. Click view to see an image of where it is in the ini file.

If you have any lights postprocessing can easily blind you. See for yourself.
That Guy John
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Posted: 18th Feb 2011 21:17
Quote: "setting postprocessing equal to 0"

Okay, what was this suppose to do? I tested it and didn't see any changes. Maybe I misunderstood what you were getting at.

Shot of settings attached.
Flatlander
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Posted: 18th Feb 2011 21:27 Edited at: 18th Feb 2011 21:28
I have uploaded a youtube video. The first video shows postporcessing set to 0 with full shaders on, light shadows set to best for quality and texture on high. This doesn't look bad to me. My next post will be with postprocessing set to 1.

http://www.youtube.com/watch?v=e2BwQW8Yg8Y

The view button shows my map.
Flatlander
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Posted: 18th Feb 2011 21:52
Do you see any changes in this youtube? Much brighter in spots. Blots out texture with too much light. This is the wonderful world of bloom. The lights have to be set just right and for the right atmosphere. It takes a lot of time consuming testing.

http://www.youtube.com/watch?v=j9g0qKQHjno

If you are having problems other than this I don't think it is a problem with v118 but with hardware.
That Guy John
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Posted: 18th Feb 2011 21:58 Edited at: 8th Apr 2011 01:05
I see your differences.. I think some of us are on different pages though.. lol

I came back and added this video, so that we can make sure we are on the same page as far as the possible bug is concerned.



I attached videos of the problem I am trying to work on, sorry for the poor quality I did did them really quick.. (yeah yeah, I need to get my youtube set up lol)

The problem I am trying to work on is throwing things way off.. you will see what I mean.

My Personal Blog (Randomly updated)
Flatlander
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Posted: 18th Feb 2011 22:16
OK, I see the problem. Let me test the water level for myself.
RelMayer
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Posted: 18th Feb 2011 22:18
Quote: "RelMayer, can you go through each entity and segment and list which effect each one points to in its script."


That Guy John,
I must confess that I do not really understand what it will serve.



Here's the kind of problem I have:
Static and dynamic entities with a shader displays correctly (it works half the time)
The segments which have a shader on them does not appear at all.


If I create a small room with segments that don't have shader
and ntities which have shaders, the segments will be there, but entites will not displayed properly half the time.





I will go crazy !

Please apologize my bad english, I'm French.

ELDORA Rocks !
That Guy John
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Posted: 18th Feb 2011 22:31
Quote: "I will go crazy !"


I am right there with you... lol

But, yeah I think we are both on a different bug.

Some of you are having a slight lighting issue, some of us are having an "out of map" experience. That just happened.
Flatlander
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Posted: 18th Feb 2011 23:05
I'm afraid that this has to be a graphics card issue. Here is my video of the water level (room). Preference are all set to the best settings. Full shaders are on as is post-processing.

I fixed my gaze on the light brown barrel as it rises to the top. Really nice effect.

http://www.youtube.com/watch?v=1SWQlaMth6k

As you can see, I'm not losing any segements or texture.

BTW TGJ, I mostly lost and confused that just my state of mind.

Oh, and at least you're keeping your sense of humour. . . . having an "out of map" experience. Too funny.
That Guy John
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Posted: 18th Feb 2011 23:19
Quote: "keeping your sense of humour"

Of course, you have no idea really, I can make funny of any situation I am in.

Anyhow, so you are thinking GPU huh..
I was waiting til mid month next month before I gave Nvidia any money. Might end up sooner.

I still haven't completed slicing up my map into segments, maybe I will try and do a few brand new segments to take all the stock media out of the equation after un-installing and re-installing FPSC.

My HDD just said it hates me... pirate voice and everything..
RelMayer
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Posted: 18th Feb 2011 23:47 Edited at: 18th Feb 2011 23:48
Quote: "I'm afraid that this has to be a graphics card issue"


How frustrating, i've purchased my graphics card two months ago, I'll not purchase another one because I'm not Croesus !

Please apologize my bad english, I'm French.

ELDORA Rocks !
Delusional Games
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Posted: 18th Feb 2011 23:57
Quote: "How frustrating, i've purchased my graphics card two months ago"

No, thats not the card issue, I have the same problem as you and I have new, with up-to-date drivers GPU. My problem is that sometimes I can start a map with lightmapping and shaders, sometimes cant, sometimes shader is not visible even if its applied, and sometimes when full shader is enabled atmoshpere is very bright even with PP and ambience set to 0.
HELL YEA!!!

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
Flatlander
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Posted: 19th Feb 2011 00:48
@DG. Can you provide either a video or still of problem. Video best. Also, with going back and forth between PP and no PP you will find that nothing seems to change. That's because of the saved level universe DBO that is re-built including the lightmapping data. You can try deleting the testlevel subfolder of the levelbank folder between tests.

Another thing before anybody buys something new. Have you tried this:

1. Uninstall FPSC.
2. Make a backup copy of what is left after uninstall. This will backup all purchases, segments and entities.
3. Carefully delete all references to FPSC in your windows register.
4. Delete the FPSC folder and subfolders in it's entirety.
5. Install FPSC.
6. Copy the backup of your FPSC subfolders back.
7. Install FPSC v1.18 beta 9

If this doesn't help, I'm not sure what will.

@RelMayer

If the above doesn't help or you already tried it, then you may have to go back to v1.17 if that works. I'm afraid that not all Graphic Cards can handle the shaders that 1.18 has. Even if the GC is fairly new. I know that -- input your own verb or adjective -- but . . .
That Guy John
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Posted: 19th Feb 2011 01:06 Edited at: 19th Feb 2011 01:08
Flatlander,

Yeah that is exactly what I will be doing here in the next couple hours. [or I may just wait until 118 is out of beta, behing as though most of my work is outside of FPSC right now, just trying to make sure I don't fall behind on the updates]

I recommend CCleaner for the registry clean up.
Delusional Games
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Posted: 19th Feb 2011 01:21
@Flatlander

Here you go mate: That `invisible room` show
FILE ATTACHED

@RelMayer
Are you still working on Shadow Conspiracy? its a really promising project.

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L
Flatlander
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Posted: 19th Feb 2011 01:55 Edited at: 19th Feb 2011 02:07
@DG

I had this happen to me sometime ago. It was a much earlier version. That is when I learned to do those 7 steps in cleaning up FPSC for the latest version. I can't think of anything else.

Not sure what else you can do. Sorry I'm not much help.

Addendum:

I was looking at the release codes for fixes after beta 9 was released (yes that means there will probably be a version 10). It looks like there were several fixes regarding lighting and shaders.
WickedX
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Posted: 19th Feb 2011 02:57 Edited at: 19th Feb 2011 17:58
10 - Easy Step To Building A Map With Lightmapping And Shaders.


Step 1: Launch FPSC.
Step 2: Build a room 2x2 tiles. For this I used Control Room Full.
Step 3: Connect a 1 tile room to it and put a wall between them.
Spep4: Place the player marker where ever you like.
Step 5: Add a dynamic entity. I used an auto door connecting the two rooms.
Step 6: Add a static entity. I used sci-fi bedB.
Step 7: Place a dynamic light in each room.
Step 8: Run a test build with light mapping only.
Step 9: Run a test build with shaders only.
Step 10: Turn light mapping back on. Test if you like.

Now you are ready to build your map. Add a dynamic light to each enclosed area. If you run into any problems along the way, repeat steps 8 thru 10. Lightmapping quality wasn't a issue for me, either setting worked.

Let me know how this works out.

Tested and approved by WXG.
That Guy John
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Posted: 19th Feb 2011 03:04 Edited at: 19th Feb 2011 03:06
*facepalm*
Okay, now that I read all the way to the bottom of the bug report...

Place one single "STATIC" entity, not "DYNAMIC" switched to "STATIC" entity into the map and it clears up the "out of map" experience...

That is a totally random fix.. but it works. I tried it numerous times. How it effects the quality of the light mapping and shaders.. not sure how much. It will get me by for now to continue slicing up my segments.

[edit] and after I posted this I see the post from WXG.. *Double FacePalm*
WickedX
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Posted: 19th Feb 2011 03:17 Edited at: 19th Feb 2011 03:49
@That Guy John

LOL, stop doing that. you'll get a concussion.
That Guy John
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Posted: 19th Feb 2011 03:28
*facepalm* only hurts if someone else makes you *facepalm*, *Double FacePalm* runs off of the same guidence laws as *facepalm* just X2.

So yeah, we got the bugger figure out for now.
*High Five*

I would give you a *Good Game*, but I don't know you that well.

*Good Game* = you know.. the football, basketball, baseball player good ol swat on the behind.
WickedX
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Posted: 19th Feb 2011 03:44
Quote: "I would give you a *Good Game*, but I don't know you that well.

*Good Game* = you know.. the football, basketball, baseball player good ol swat on the behind."


Thanks, I really appreciate that. Don’t care for guys playing with my butt.
That Guy John
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Posted: 19th Feb 2011 03:57
No problem, now we better stop playing on the forum.. before someone gives us a not so nice *Good Game*.
Flatlander
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Posted: 19th Feb 2011 05:07
Interesting. I'm glad it works. WXG putting things in steps is always very useful to others.

Well, Picard is an expert at *FacePalm*
RelMayer
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Posted: 19th Feb 2011 21:12 Edited at: 20th Feb 2011 00:55
@ F l a t l a n d e r


I did what you suggested, and the shaders are working again !
It's fantastic, thank you, it's with gratitude that I'll build a small altar in your name. (Just kidding, I don't have enough money for)



The only thing that scares me is :
How long is this going to work? ...

The strange thing is that this problem happened to me after testing Bond1's planar shadows shader, I think I should not use it anymore.






@ Delusional Games
I canceled it, unfortunately ...
I really must to find something to work on the long term, because I'm bored to lose my intial motivation.



EDIT
Okay, I've applied the MP38 shaders on a custom room, and my room is not displayed, everything looks fine on the .FPS however... what should I do ? (see code snippet)

I don't understand, Metro Theater rooms looks fine ingame, but my rooms doesn't !





I've also tried with 1.17 shaders, but it was unsucessful, so, what's the problem ?
I've also tried with AaronG's red wall segment, still that problem !!

Anyone can help me, please ?

Please apologize my bad english, I'm French.

ELDORA Rocks !
RelMayer
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Posted: 20th Feb 2011 11:12
Anyone please ?

Please apologize my bad english, I'm French.

ELDORA Rocks !
Delusional Games
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Posted: 20th Feb 2011 22:48
RelMayer

Salut,

Smart thing to do (or not) would been:

1.
Replace the Metro Theater`s room texture with your texture (let the fpe stay the same(dont forget to do backup before that)) and if it work, then its not your texture, not the custom room fpe file.
Its something something else.

2. every texture on Metro Theater has D2, D, I, and maybe Normal Map texture, why dont make the same thing with your texture and put it in your DTIRooms424 folder.

``We must try everything``

That is not dead which can eternal lie. And with strange aeons even death may die.
H.P.L

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