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FPSC Classic Product Chat / Stupid Shaders ! Bootlicker help, anyone help

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Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 21st Mar 2012 08:55
ok this post may seem to be a bit angry but I have been trying to get one of the metro theater pack shaders to work. The spec_norm specifically.

here is what I did

I created my model in blender
UV'd the same
Put it into the entity maker
Saved my entity to fpsc

Coppied and renamed the dds file _D and _D2
Crazy bumped the _D
Opened them in Paint.net and renamed and saved as dds
Changed the Texture_Spec to Texture_I
Changed the Texture_NRM to Texture_N
moved the _D2,I,N to my texture bank

edited the fpe
made entity dynamic
texture file path
Entity\texture_D.dds
edited the effect to the effectbank\ dynamic\ Spec_norm

They are not exact file paths when I edited the fpe I just copied and pasted and added files where needed.

and it doesnt work. I am planning on getting a ASUS laptop in the near future (thank you IRS) I am now working on a way to justify it to my wife. I am so frusterated trying to figure out these shades, that I don't want me throwing my current laptop out the window in a fit of elevated blood pressure induced rage to justification for spending 2K on a new laptop. I amusually a mello guy. Please Help
SpaceWurm
14
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Joined: 11th Nov 2011
Playing:
Posted: 21st Mar 2012 09:38 Edited at: 22nd Mar 2012 19:25
Take a chill pill Mr Troutflies.

Are you applying shaders to an entity or a segment?

If its an entity then I normally keep the textures within the same folder as the .x. Also have you specified the texture path in the .fpi file. I know you used entity make, but I find it easier to just copy and pasted another entity folder, rename it "myentityname" and then replace the .x file, textures and then edit the .fpe file accordingly.

Landman

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Northern
15
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Joined: 5th Nov 2010
Location: Brazil
Posted: 21st Mar 2012 16:31
Hello all,

The great issue about using shaders or scripts in FPSC is due among other things the lack of proper documentation showing actual examples of how to use them in FPSC step by step. Further, I understand that making good tutorials is a laborious task and time-consuming for their authors. However, if someone else develops new features and does not explain well how to use them in practice those features step by step or merely define what does the statement X or Y is for, would be better not to develop them or keep them for himself.

I also appreciate the efforts of some brave members of this forum make to improve the lacking existing documentation of the FPSC and all have my admiration and thankfulness for that.

For example, who here on this forum, but its developers, know how to use safely the brand-new features introduced in beta 1.19.XX the FPSC? Plus, what does so many unknown commands are for if only a few person know how to use them correctly? This is insane and unfair, in my opinion.

It's good to see new features being added in the FPSC, but without a good documentation on how to use them in a practical manner step-by-step, they are totally useless.

Therefore, a very good documentation might avoid annoyances, frustration, waste of time and high blood pressure for users of the FPSC or any other piece of software in the world.

Regards,

Northern
WilliamK
14
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Joined: 15th Feb 2012
Location: Brazil
Posted: 21st Mar 2012 17:07
I also want to know more about this.

www.TheSystem.wusik.com (Adventure FPS game)
www.MyGoldenRewards.com (Check this out today!)
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 22nd Mar 2012 03:36
I could be wrong but I think all of bonds shaders from that pack are made to look in the texture bank folder. So if you entity is in entitybank/users/mymodel your textures should be in texturebank/users/mymodel. Like I said I could be wrong.
unfamillia
15
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 22nd Mar 2012 14:11
Hi,

First thing i noticed was this

Quote: "Changed the Texture_Spec to Texture_I"


A spec map should be - nameoftexture_S

_I is for the illumination maps.

Hope this helps.

Unfamillia

[url=www.touchoffear.webs.com][/url]
Bootlicker
17
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Joined: 29th Mar 2009
Location: Germany
Posted: 22nd Mar 2012 18:17
Quote: "edited the effect to the effectbank\ dynamic\ Spec_norm"


should be effectbank\ dynamic\Spec_norm.fx


Quote: "A spec map should be - nameoftexture_S

_I is for the illumination maps.
"


most of bonds shaders use I maps and I map should be correct.

TGPEG
19
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 23rd Mar 2012 01:38
Also, make sure you've deleted the .bin and .dbo files if you've done tests. If you don't delete them, the changes you make won't show up in-game.
Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 23rd Mar 2012 17:51
Thanks all for your input. I have taken a few days off and feel fresh. I am going to tackle it again today Ill let you know how it works out
Troutflies
15
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 26th Mar 2012 20:58
I finally got it working. Anyone have a rule of thumb on how to tell what a particular shader does?
Ross tra damus
3D Media Maker
20
Years of Service
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Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 27th Mar 2012 11:56 Edited at: 27th Mar 2012 11:59
I haven't messed about too much with shaders mainly because my old PC's can't handle PS2 and PS3 shaders but i think that if the shader's name ends with 'ent' that this stands for 'entity'.

A 'clearly' defined list on 'use of and maps needed' of all the current FPSC shaders would be welcomed.

EDIT
Here is a link to a test I did a while back.

http://forum.thegamecreators.com/?m=forum_view&t=189417&b=24

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