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FPSC Classic Models and Media / How do i apply wall shaders? And some errors..

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Desecrated Studios
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 7th Aug 2011 10:07
I have made all of the necessary files (i think )

- DungeonWall_d.tga
- DungeonWall_d2.tga
- DungeonWall_S.tga
- DungeonWall_N.tga

I figured i didn't need an illumination map because the texture should not be illuminating. Here is the .fpe i edited from another segment just for testing:



Then, when i go into the editor and place the segment down it looks fine! I add a player marker and a static light and then i test the game. NOTHING?!? The walls do not appear, neither do the floors. It looks like im floating..

Does anyone know what i did wrong? Or can anyone answer the post's title?

Thanks a lot!

Desecrated Studios
15
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 7th Aug 2011 22:14 Edited at: 7th Aug 2011 22:17
Also, if anyone is reading this anymore. One of my entities just doesn't show up. I have attached a picture of the problem. I don't understand what is wrong with it?

I will have a look at it's .fpe and check that the texture path is alright..

Bootlicker
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Joined: 29th Mar 2009
Location: Germany
Posted: 7th Aug 2011 22:16
you have msn? add me on that and ill see what i can do.

[email protected]


Desecrated Studios
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Location: Kirtona
Posted: 7th Aug 2011 22:19
I do not :/ You can email me though if you want:

[email protected]

Thanks for commenting!

Bootlicker
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Location: Germany
Posted: 7th Aug 2011 22:42
nah, just i couldnt really be bothered write out an answer but hey ho.

Brief Overview

For Bond1's shader you need the following maps:

Diffuse _D
Diffuse 2 _D2
Normal _N
Illumination _I

The diffuse and diffuse 2 maps should just be the basic texture with the colour information visible details etc. They can be copies of one another. The normal map can be created in photoshop CS4+ with this.The illumination map can be another copy of the diffuse map but for best effect it should be hand made with a few filter and layer tricks. Bond1 has a tutorial on youtube of how to create effective maps although it takes forever imo. So I just made the diffuse grayscale and bump up the contrast, you need to play with this really.

Further Construction

In the .fps that you have shown there is an added part at the bottom which is not needed at all, it resembles a floor segment which is already there in the main segment. Although this probably isnt the cause of your shader problem, it is bad practice. It should be:


It also better to make your textures as .dds files:: again, wont render anything useless or cause any problems, just bad practice really.

So from what I see that may be causing your problems is that you dont have the right maps. You should just try renaming your _S map to _I. See if that works. If not report back or shoot me an email and I'll see what else I can do. I've attached a segment that is correctly set up to work with the shader, see if this works. If not, then theres something wrong with your system, or your file directory is different.

From what I've gathered from stalking you on the forums you have Photoshop and a graphics card more than capable. Also try checking out this thread.


Desecrated Studios
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Location: Kirtona
Posted: 7th Aug 2011 23:18
Thanks for all of the info Bootlicker. I find it funny that you are the one commenting and the segment i edited was yours

Quote: "In the .fps that you have shown there is an added part at the bottom which is not needed at all, it resembles a floor segment which is already there in the main segment. Although this probably isnt the cause of your shader problem, it is bad practice"


Then wouldn't this be your problem? As i just edited your segment? Just wondering..

Quote: "It also better to make your textures as .dds files:: again, wont render anything useless or cause any problems, just bad practice really."


They get converted to .dds anyways? So is there really a problem with making them .tga?

Quote: "So from what I see that may be causing your problems is that you dont have the right maps. You should just try renaming your _S map to _I. See if that works"


I will try this as soon as i can!

Quote: "From what I've gathered from stalking you on the forums you have Photoshop and a graphics card more than capable. Also try checking out this thread."


Im being stalked? How dare you! Haha im kidding, but yeah i have Photoshop CS5, and an HD Radeon 5770 1GB. So they should be no problem. And sure i will check out the link! Thanks!

Bootlicker
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Joined: 29th Mar 2009
Location: Germany
Posted: 7th Aug 2011 23:21
Quote: "the segment i edited was yours"


hurm, which segment of mine did you edit? i didnt know that i had any of my segments on the forum

Quote: "They get converted to .dds anyways? So is there really a problem with making them .tga?
"


its not a problem if they arent it just is more efficient if they are already .dds i suppose. just bad practice really.


so get back to me on how it went. if its still not working feel free to ask again or email the files to me and ill see if i can get it working


Desecrated Studios
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 7th Aug 2011 23:26
Quote: "hurm, which segment of mine did you edit? i didnt know that i had any of my segments on the forum "


Well it says your name in the .fps? I never added that, if i remember right it was some metal segment. Like steel and blue? Maybe you just helped who ever made it by setting up the .fps? I don't know..

Quote: "ts not a problem if they arent it just is more efficient if they are already .dds i suppose. just bad practice really. so get back to me on how it went"


Alright, thanks for info. And i will get back to ya!

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