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FPSC Classic Product Chat / Problem with shaders (can't get it to work)

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Bibo4PC
17
Years of Service
User Offline
Joined: 17th Oct 2008
Location: Middle Earth
Posted: 17th Aug 2011 05:08
Hi everyone,

I know this sounds newbish but really I did the best I could, O followed over 5 different tutorials and made sure I did EXACTLY what they said.. attached is the model am trying to get to work.. I've created the maps using crazy bump and tried using 2 different shaders..

bond shader for static entities just flickers the model texture and no normal map is applied, built in bump.fx doesn't bump at all it just displays the side facing light totally black..

I tried both test and build, same results.. what should I do?

TY..

Bibo4PC
17
Years of Service
User Offline
Joined: 17th Oct 2008
Location: Middle Earth
Posted: 17th Aug 2011 05:09
PS I know the maps are unrealistic and awful, but I was just trying to get it to work..

srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 17th Aug 2011 07:12
First let me say that I have not spent very much time working with x9 shaders (though I've spent a LOT of time working with the shaders in x10) so I'm sure someone else will come along and give you better answers.

I did, however, test your download. I don't fully grasp the role of D2 textures in x9 but I believe you need to reference it in your fpe rather than _D.

The other thing I did was I added alpha channels to all the maps, with the spec map having a completely black alpha (I actually don't think you need the alpha for the spec map unless you want self-illumination - and photoshop seems to delete the a black alpha on export anyway).

I noticed a lot of Bond1's shaders utilize an illumination map rather than a spec map. So I renamed the spec to _I and used lightmap_herospec.fx from the Metro theatre pack. This worked though it is probably not the shader effect you would want on a crate. I felt this was a bit of a cop-out on my part as I know you can use _S but I wasn't getting anywhere fast.

I hope at least some of this is in any way helpful and I'm sure someone else will come along and give you a proper solution.

Also I think DXT5-interpolated alpha is the best format to export to for FPSC. I've used some higher res formats and got them to work but that one works all the time in my experience.
Kravenwolf
17
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 17th Aug 2011 11:21
Thenorm_alphaspec_tangentbasis shader requires the texture and shader maps to be pulled from the texturebank folder. So the texture path in your .fpe for the entity should be changed from

Quote: "textured = box1_D.dds"


to

Quote: "texturebank\foldernamehere\box1_D2.tga"



(Also note the _D2 extention)



And as srealist said, the _S extension on your spec map needs to be changed to _I. And the specular map has to be put on a layer mask/alpha channel on the normal map (you still need a separate _N.tga file containing the normal map by itself). I made a quick 'how-to' awhile back on the method for GIMP users in case you needed a cheat sheet. It's somewhere on the first page on this thread;

http://forum.thegamecreators.com/?m=forum_view&t=174169&b=24



I fixed your spec map, put everything where it needs to go and the shader is working fine. But as far as the model itself goes; it's flickering because the faces in the mesh was duplicated and were resting on top of each other (as seen below). I deleted the duplicate faces in Blender, replaced the mesh in FPS Creator, and now it's working fine. The *fixed mesh is attached.








Kravenwolf

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