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FPSC X9
15
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Joined: 16th Jun 2011
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Posted: 21st Jun 2011 21:21
Hey how can i make shader segment or entity like this http://www.youtube.com/watch?v=RnUWzAJGBwo
uzi idiot
Valued Member
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Posted: 21st Jun 2011 22:24
Make sure you have all the textures needed for the shader.
Then open up the segment's .FPS file and put the directory of the shader in the 'effect:' line.


Mental Stability is over-rated!
Desecrated Studios
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Location: Kirtona
Posted: 21st Jun 2011 22:44
Uzi idiot: Don't you mean the .FPI file? I may be wrong, but i thought to edit segments and entities you open there .FPI files?

--- Josh
Website is under construction
I will be starting a youtube channel to show off my FPSC maps and other things that i do
frafra_95
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Location: Black Mesa Research Facility
Posted: 22nd Jun 2011 00:25
.fpi are scripts, .fpe are entities and .fps are segments

@fpsc x9 you could use the "effectbank\ps_2_0\bumpent.fx" shader for that and, like uzi idiot said, make sure you have all the textures that the shader needs
Desecrated Studios
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Posted: 22nd Jun 2011 02:35
My bad, thanks for clearing that up for me Frafra_95

-Josh
Website is under construction
I will be starting a youtube channel to show off my FPSC maps and other things that i do
FPSC X9
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Posted: 22nd Jun 2011 15:23
Now i make four textures.Normal and Specular map,Diffuse and another Diffuse.But then i doesnt know what to do what to put in FPS file pls answer becouse im working on one project and i want to be cool game but without shader will be stupid.
the lion
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Posted: 23rd Jun 2011 15:40
Quote: "Now i make four textures.Normal and Specular map,Diffuse and another Diffuse.But then i doesnt know what to do what to put in FPS file pls answer becouse im working on one project and i want to be cool game but without shader will be stupid. "


I have similar problems. Could not find a proper help for creating shaders for fpsc.
Northern
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Joined: 5th Nov 2010
Location: Brazil
Posted: 23rd Jun 2011 23:04
Hello FPSC X9

I do not want to disappoint you, I may be wrong but in this moment no stock effect shader in FPSC is able to producing in walls or floors segments the effect seen in the video link posted by you.

What else will come near will be the effect wall_spec_ill.fx for walls and floor_spec_ill.fx for floors segments, however, everything will turn into a white mess destroying fully your textures. Furthermore the effect wall_spec_ill.fx is acceptable for indoor scenes, though in outdoor scenes at night that effect (wall_spec_ill.fx) will fail severely because the external walls will look like glowing Christmas tree lit at night.

Also, not all materials are shiny, some shine so much as chrome and stainless steel polished, others do not shine quite as concrete or old wood and so on.

Of course , a visually attractive game is fantastic, very helpful and using shaders effect, certainly be useful as well, but this is not a guarantee for a game to be successful. For example, No One Lives Forever winner of the game of the year award and it had not awesome shader effects at all.

Maybe if there was a way to convert NVidia's shaders library to FPSC effects shaders, is likely that the effect seen in the video mentioned earlier by you became true in FPSC. I think so!

All the best.

Northern
Roger Wilco
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Joined: 6th Jul 2005
Location: In the Shadow of Chernobyl
Posted: 24th Jun 2011 00:03
The shaders in the video looks like the standard ones (wall_spec_ill and floor_spec_ill.) They produce specular reflection only, but with a good specular map, you can achieve really good results.

So, contrary to what Northern seems to be claiming, you can achieve results such as the ones in the video. There's also another segment shader (pixel shader 3 as opposed to the standard ps 2 one included with the most recent FPSC updates) made by bond1, that supports both normal maps and specular maps.

Whichever result you want to achieve, you will need the respective texture maps required for them to work properly.

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