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FPSC Classic Product Chat / *Unresolved Issue* Bond1 Normal Map Shader Errors

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Inspire
19
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 8th Sep 2011 08:03 Edited at: 8th Sep 2011 08:05
I have searched all over this forum, and have seen many people report the following issue, and not once have I seen a solution. I would love it if somebody could prove me wrong.

I am running 1.18 with the newest update of Bond's shader.

So I made a small 3x3 room with one light, using Bond's Containment Room segment, as you can see here:




When I test game, I am in that room still, the same geometry and all, but it looks like the textures are displaced by a good 10 or so segments, like so:




To make it weirder, when I first downloaded the shader, it worked fine. I only got this error with custom segments. When I upgraded from 1.17 to 1.18 and updated the shader to allow for dynamic lights, it happened for both. Has anybody had this issue and solved it?

EDIT: I would also like to say that I have not edited Bond's default segment in any way, and the custom segment I created was modeled after Bond's segment, and I even double checked by following Bootlicker's tutorial.

As far as I'm aware, my GFX card is capable of PixelShader 3.0, considering my computer can run most games, and the dang shader worked originally!

If it helps, I'm running XP.

French gui
22
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Joined: 11th May 2004
Location: France
Posted: 8th Sep 2011 09:55
Aaah! Teh Olde good invisible world bug curse...
Just add a standart segment somewhere on the map (a segment without shader, I don't know, a WW2 one for example...).It doesn't need to be visible, just put it in a corner.
Soviet176
16
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 8th Sep 2011 20:08
Yea I get this to, I will try that thanks French


bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 8th Sep 2011 22:04
I have this problem too, so I place a static entity somewhere in the map. It doesn't matter where. It's not a solution, or a fix, just a workaround.

I've no idea why this works, I just know that it does!

Inspire
19
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 8th Sep 2011 23:47
Okay, so I tried both of your methods and they resolve the original issue. Thank you for the help. New problem, though: now the shaders show up, but there are some more glitches that I would like resolved.



Here you can see a screenshot taken at 100 ambience. The segment stays very dark compared to the barrel. This I'm assuming is because the barrel has no shaders. No biggie. The problem here is that from this angle, the walls down the hallway appear very dark and become black from certain angles.



Here you can see me try to recreate the effect with Bond's Containment Room segment, to no effect. It gets a little bit darker, but that's understandable. It's nowhere near the blackness that my segment becomes.



I also noticed that ceilings are very very dark with this shader. Much darker than the floor, which is the same exact texture. Notice how the non-shaded segment looks, compared to the shaded segment. This also applies to Bond's segment, if you look at the second screenshot.

Does anybody have any ideas?

bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 9th Sep 2011 00:11
Hmm, not so sure about this one.

Sometimes I get segments that show up as totally black, no matter what the ambience is set to, or what shader I use. The workaround is to place 2 dynamic lights somewhere in the level (I place them outside the rooms a few layers below).

I don't know if this will work for you, as I don't really know if it's the same issue that I have sometimes, but maybe it's worth a try?

Good luck

srealist
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Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 9th Sep 2011 00:21
Quote: "I have this problem too, so I place a static entity somewhere in the map."


Very interesting. I have to do this in x10 to resolve shader issues as well. This tells me it is something in the code base most likely and not a problem with the shaders. At least, I can assume.
Inspire
19
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 9th Sep 2011 00:29
I redid the specular map for the walls, and for whatever reason, that solved it. The ceiling is still darker than the floor. I'll try redoing those maps as well.

Inspire
19
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 9th Sep 2011 02:46
I changed the specular map for the floor as well, and the ceiling is still darker. I believe this is a problem with the shader, because everything looks beautiful, the ceiling is just darker. Thanks for the help everyone!

michael x
17
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Joined: 10th Jan 2009
Location: Cybertron
Posted: 9th Sep 2011 06:31
use a different ceiling like a ceiling only made segment.here it is in my pic.also keep in mind the shader does not got by the ambience 100%.the shader set a tone because that the way the effects work.

more than what meets the eye

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Soviet176
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Location: Volgograd
Posted: 9th Sep 2011 06:42
Quote: "I also noticed that ceilings are very very dark with this shader. Much darker than the floor, which is the same exact texture"


I also get this lol.


Inspire
19
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 10th Sep 2011 02:11
Quote: "use a different ceiling like a ceiling only made segment"


Yeah, but it will still appear relatively darker than the things around it. This is still a valid workaround though.

Wolf
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Location: Luxemburg
Posted: 10th Sep 2011 03:15
Needs some static entitie somewhere in the map. Doesn't need to bother you because no one builds a map without a static entitie.

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
spudnick
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Posted: 10th Sep 2011 04:17 Edited at: 10th Sep 2011 04:28
This maybe to simple. but have you guys tried using not so bright lights, and raise them closer to the ceiling and also check to have the map quality to best.

also when using lights select the white light and change its values/colour to c3c3c3, as in bloom shadersm the darker areas become lighter and the lighter areas become darker,

and so when using a light that is not bright as hell then you will see the differance, changing ambiance does not realy affect custom shaders, but only the obects in the scene, if you see bonds Photoshop tuts, then one getts a more of an understang how and why his shaders work.

I don't have any of his shader to tryout ths problem, but if some one couldsend me it then i will have a good look. providing under his terms that such shader can be shared in this mannor.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
rolfy
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Posted: 10th Sep 2011 18:23 Edited at: 10th Sep 2011 18:55
Quote: "I also noticed that ceilings are very very dark with this shader. Much darker than the floor, which is the same exact texture."

I dont have the segment shader but if it works like his static entity shader:
The entity shader uses a fixed light setup of its own aside from pulling ambient and static lighting from FPSC.
Open the shader and change the value of lighting to:

float LightHeight : Power
<
string UIWidget = "slider";
float UIMin = -100.0;
float UIMax = 200.0;
float UIStep = 10;
string UIName = "specular power";
> = -50.000000;

Save it out and apply this to your ceiling segments, should do the trick.
If the segment shader doesnt use these values then you could make the ceiling segments entitys and apply the static entity to these, with the above values, (wont hurt since they are out of reach). Otherwise I have no clue.

EDIT* Maybe I do have it, is it norm_spec_tangentbasis.fx?
If it is then...yes it uses fixed light point which can be edited as above. I think what your getting is the fixed light point being above the ceiling segment lowering this should solve it for you.

Inspire
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 12th Sep 2011 04:08
That didn't work. Both the ceiling and the floor are dark now, and the "reflection" of the fixed light point in the specular is really bright, and flashes on and off with every step.

Do shaders not work with fog? Why is this?

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