Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / ShaderMap and textures

Author
Message
mrniceguy
20
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 3rd Aug 2011 00:29
Does anyone have experience with ShaderMap? Hopefully someone can give me some tips.

Which type of textures must I use for segments and entities?

I assume the settings of below are correct but don't know which texture in ShaderMap is x_I.dds.

Diffuse => x_D2.dds(Standard)
Normal => x_N.dds (Normal)
Specular => x_S.dds(Specular)
??? => x_I.dds(Illumination)

Smart Packer Pro - Distribute games and applications
V-Packer for Games - Compress your game files into one executable
Flash Packer - Pack your Flash movies
VaMpIr3
15
Years of Service
User Offline
Joined: 23rd Mar 2011
Location: California
Posted: 3rd Aug 2011 00:44
If I am reading correctly then , x_S = x_I.

FPSCraft has been delayed (cancelled most likely) due to computer issues until further notice.
Pirate Myke
16
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 3rd Aug 2011 01:58 Edited at: 3rd Aug 2011 02:03
The best thing to do is open the shader file in Notepad, or a text reader. Most of them have a description of which textures they use and some other usefull note.

If not at the top. Scroll down the file to you see the texture section which also shows you which textures are required.

Segments use _d2, _n, _s. Except bond1's norm_spec_tangentbasis.fx it uses D,n,i instead.

Where entities can be all of them depending on which shader you use.

What I usually do is just make the 5 texturs for everything I make or get for free, so they are always shader ready.

To answer your question, the _i file can be used as a glow type texture or can add the bright speculars in characters. A few other uses depending on which shader you use. If you play with them a little then you will see which one work how with the shaders you choose to use.

Let me add to your confusion, If you rename the _i file in any weapon with a scope, to a _r file. then you get reflection in the scope glass. The _r being reflection.


mrniceguy
20
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 3rd Aug 2011 10:25
Thanks for the helpfull explanation.

Smart Packer Pro - Distribute games and applications
V-Packer for Games - Compress your game files into one executable
Flash Packer - Pack your Flash movies

Login to post a reply

Server time is: 2026-07-06 04:30:59
Your offset time is: 2026-07-06 04:30:59