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FPSC Classic Product Chat / Shaders for Multi Texture Entity

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cds1234
15
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Joined: 30th Apr 2011
Location:
Posted: 31st May 2011 01:59
Hi There,
When creating a model that uses multi textures, my understanding is that you have to set it to Dynamic and leave Texture blank.
This makes it so that it will read whatever textures are associated with the item. This process seems to work correctly.
However, when the item is placed, it does not cast any shadow information and it remains just a general lighting and cannot seem to take any surface shading information.
How can I apply shader information to a Multi Texture Entity or at the very minimum, make it so that it casts shadows?
AJ Schaeffer
16
Years of Service
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 31st May 2011 02:08
Well it can't cast a shadow if its Dynamic...
Although there is a realtime shadows option in FPSC, its buggy but it works.

Making someone's day a little better because of one of my models means a lot to me.
cds1234
15
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Joined: 30th Apr 2011
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Posted: 31st May 2011 03:22
It is not a moving object. It is dynamic only bc it draws more than one texture. for example, a building that uses 2-7 textures. There must be a way for it to look decent when rendered in a project. Right now I can't seem to make it cast shadow or surface shade.
I could really use help with this.
AJ Schaeffer
16
Years of Service
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 31st May 2011 22:14
If it is set to Dynamic, wether it moves or not, it WILL NOT lightmap. Only static entities can cast/recieve baked shadows.

Making someone's day a little better because of one of my models means a lot to me.
cds1234
15
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Joined: 30th Apr 2011
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Posted: 31st May 2011 23:21
Hi AJ. Thanks.
Is there any simple way to convert multiple textures for a model into a single texture?
AJ Schaeffer
16
Years of Service
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 1st Jun 2011 04:57
Not that I know of. I recommend learning to UVmap, or use a different game engine like Unity.

Making someone's day a little better because of one of my models means a lot to me.
Dark Goblin
20
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Joined: 19th May 2006
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Posted: 2nd Jun 2011 12:18
Well, in every engine you need to learn how to UV map. Otherwise you will easily get to the point where a lot of things don`t work as you want them to work ^^

cds1234
15
Years of Service
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Joined: 30th Apr 2011
Location:
Posted: 2nd Jun 2011 12:54
I'm trying to learn about UV mapping in fragmotion.
Anything that can help is appreciated. Either there must be a way to convert multiple textures into a single wrap around, or a way to learn how to select only the mesh related to each texture and rebuild in FPSC... or... is there any form of entity that is static and uses multiple textures? or, is there a string for assigning multiple textures in the fpe file?

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