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FPSC Classic Models and Media / Making shader maps but they don't appear to be working

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Captain Coder
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Posted: 28th Dec 2011 00:27 Edited at: 28th Dec 2011 03:52
Hello all,

I have been working on some shader maps (_N, _S) for some of the TGC model packs I have as well as for the Community Modern Pack (CMP) released earlier today. Unfortunately, I can only get the shaders to work for characters; no matter what I do, I can't get them to work on entities. How should I fix this? Picture of CMP crates attached; the one on the right has the bumpent.fx shader and shader maps assigned to it in the FPE. The one on the left doesn't, and I don't see a difference between the two.

Thank you,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
anayar
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Location: Minneapolis, MN
Posted: 28th Dec 2011 03:09
Hey CC, if you could post jpegs as posting images that people have to download in order to view is annoying not to mention a violation of the AUP just a reminder mate!

Also, considering those are my crates, could you describe the problem in more detail? As in, does the shader work in certain angles or at some times or just not at all, etc? Thanks.

Cheers,
Anayar


For KeithC
Captain Coder
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Posted: 28th Dec 2011 04:05
Anayar! How've you been? Hope finals go well

Quote: "Hey CC, if you could post jpegs"


I was wondering why they weren't showing up! I'll keep that in mind; thanks.

Quote: "as posting images that people have to download in order to view is annoying not to mention a violation of the AUP just a reminder mate!"


Violation of the AUP? Ouch - I didn't remember that. Should probably re-read that to stay out of trouble. Annoying? Absolutely. Thanks for the friendly reminder (not everyone would make the reminder "friendly" ). FRAPS saves in BMP by default; I'll change that.

Quote: "Also, considering those are my crates, could you describe the problem in more detail? "


I do love those crates! A little more detail never hurts, so here we go:

Basically, I set up the FPE as follows:



This does nothing to produce any kind of shader effects, even though the normal map is heavily embossed. I've checked my work here against other entities that have the same setup and everything looks fine on my end.

BTW, attached is a picture showing what some shader maps I made using the same process I used on entity textures look like on characters. The one on the left has no shader; the one on the right does. Looks much nicer I think!

Thanks for the help!
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Shakleford
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Posted: 28th Dec 2011 06:44
You have to name the diffuse map Biohazard_D2.png. Im pretty sure thats the problem

I recently learned to sleep with my eyes open. ..... God am I tired
anayar
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Posted: 28th Dec 2011 18:38
Yeah, the diffuse textures need to be named _D and _D2... Let me know if that fixes the problem

Also, the first part of my last post sounded waay harsher than I intended it so my apologies for that

Cheers,
Anayar


For KeithC
MrValentine
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Posted: 29th Dec 2011 01:24
Still attaching images... (facepalm)

Captain Coder
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Posted: 29th Dec 2011 03:18 Edited at: 29th Dec 2011 20:32
It didn't work. I know that what I do works (as I did two more characters from MP 1 last night) but it doesn't seem to be working on entities Any other suggestions?

Thanks everyone,
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
raymondlee306
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Posted: 29th Dec 2011 04:09
Make sure you have
_D
_D2
_I
_N

They need to be either tga or dds I believe and make sure you know if you are using a static or dynamic shader and make sure your model is either static or dynamic accordingly. Email me or post the textures your trying to use (don't post anything that would violate any terms or agreements) and tell me what shader your trying to use and I can try to see why it's giving you issues.
Captain Coder
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Posted: 29th Dec 2011 20:51
@Anayar:

Quote: " the first part of my last post sounded waay harsher than I intended it so my apologies for that"


It didn't come across as harsh to me! No apology necessary

Hey, wait a minute... AREN'T YOU SUPPOSED TO BE DEAD?

@raymondlee306:

Thanks for the offer!

Quote: "They need to be either tga or dds I believe "


I have the _N and _S in DDS, and I have left _D and _D2 in PNG (MP 12 character textures are in PNG, even the shader maps.) _I is for illumination, I believe, and I don't want these crates to glow - not right now anyway! I am trying to use the BUMPENT.fx shader. This shader is on stock scifi entities that still look li work when static. I also tried making the crate dynamic and it did nothing. _N and _S shader maps attached.

Thanks everyone!
Captain Coder

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
MrValentine
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Posted: 29th Dec 2011 22:00
Quote: "Hey, wait a minute... AREN'T YOU SUPPOSED TO BE DEAD? "


ROFL

Bootlicker
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Posted: 29th Dec 2011 23:27
has this been forgotten?

http://forum.thegamecreators.com/?m=forum_view&t=187966&b=24

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
MrValentine
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Posted: 29th Dec 2011 23:31
nice Boot... gosh I hate those animated avatars...

Captain Coder
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Posted: 30th Dec 2011 00:21
It hasn't been forgotten, I just can't get mine to work

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Bootlicker
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Posted: 30th Dec 2011 00:30
Quote: "nice Boot... gosh I hate those animated avatars..."


me too. unless its cool.

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.
raymondlee306
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Posted: 30th Dec 2011 00:41 Edited at: 30th Dec 2011 00:41
What you want to do is open the shader and look to see if it has an _I or an _S required. In most instances an I is illumination, but in some of the free shaders around the forums it acts as a specular.

Usually what I do is make the _I simply a copy of the _N.
Captain Coder
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Posted: 31st Dec 2011 06:17
Quote: "in some of the free shaders around the forums it acts as a specular. "


bumpent.FX uses normal and diffuse maps labeled with "N.tga".

Furthermore, it's a stock shader - the one all of the stock scifi media are assigned, so the rules should not be different for custom media.

Has anyone tried the maps I attached? (The boxes can be found here: The Community Modern Pack (part 1).

Perhaps I should try something like the PS 2.0 shader?

As a believer in Jesus Christ, I am trying to use my passion for game creation for His glory.
Ross tra damus
3D Media Maker
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Posted: 3rd Jan 2012 23:50
Captain Coder

Perhaps its something simple as deleting all '.BIN AND .DBO' files after making any changes to your files before testing them with the new changes?

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