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FPSC Classic Product Chat / How to apply shader effects?

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TIMON
14
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Joined: 28th Aug 2011
Location: France
Posted: 25th May 2012 11:06
Hi,

I saw a sample level that comes with fpsc which demonstrates the ps2 effects on walls/segments. But I have no idea how they did it, as they did not explain in the manual nor in the video tutorials. This is really a problem from fpsc support that there are many aspects of the program not presented in tutorials.

so my question is how to apply ps2 effects on the segments of my level (walls/ceiling...ect) just like in the ps2 sample level?

Thanks alot for ur help
Troutflies
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Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 25th May 2012 16:26 Edited at: 25th May 2012 19:13
Hey Timon,

Shaders what you want to do is open the effect bank and then open desired shader. All shaders should have the "maps" they need in order to work such as diffuse,Specular,normal and so on. Youll need to create these maps if the entity or segment doesn't have them. using seperate software. I use the free version of Crazybump. It fairly easy to use, but there are plug ins for photoshop to do pretty much the same thing.

Once you have made your maps, you have to name them accordingly. You should always have a D and D2 map. If you do not just make a copy of the D and name it D2.dds. Youll have to name the maps you need accordingly. Note sometimes the specular map is refered to as the illumination map. Just change it so its yourmap_s.dds Now place them all in the texture file for that entity. When the engine brings up that item it needs to see all the correct maps in that folder to apply the shader.

All maps should be dds format.

Once we have everything made and named accordingly.
Go to the entities fpe file that you wish to apply the shader
Scroll down to where it says texture. Below that is where the shader is applied I believe the field is called effect, but I am on my work pc and dont have fpsc open infront of me. in that field you want to add the shader you want to apply.
Save it and make sure the paths are correct.

Now it might be a little buggy getting it to work perfect, but a little trial and error and you'll get it.

BE SURE THAT FULL SHADERS ARE TURNED ON!!!!
let me know if you have any questions.
TIMON
14
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Joined: 28th Aug 2011
Location: France
Posted: 25th May 2012 17:20
hi Troutflies

So you talk about entities here, I think that I know this option in fpsc, but I have 2 questions:
1-I want to apply these shader effects on level geometry not entites, how?
2-For the entities is there a global shader settings that can be applied to all entites? I mean a shader file effect which I can apply to any entity in the fpe, instead of creating a shader file in a third party program.

Thanks
raymondlee306
16
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Joined: 24th Oct 2009
Location: Ohio
Posted: 26th May 2012 05:32
To apply them to walls, stairs, etc, open the fps file for the segments usually found here:

C:\Program Files (x86)\The Game Creators\FPS Creator\Files\segments

and look at the lines marked "effect0", "effect1" etc and type the location and name of the shader you want to use. I find it easier to just make my own segments using the free segment maker from the files page on the FPSC web page and apply the effects while doing it, but everyone has their own method.
maho76
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 26th May 2012 13:54
Quote: "2-For the entities is there a global shader settings that can be applied to all entites? I mean a shader file effect which I can apply to any entity in the fpe, instead of creating a shader file in a third party program.
"


shaders give appear to the MATERIAL of objects. think of it. so that every object has different materials, there is no shader that works (good looking) overall. but in the ps-03 folder you can find a shader that fits for most of what you want to get an effect on.

you can edit shaders directly inside the .fx-files (savecopy first ), there is no need of an external prog for this if you can work with try&error-method.
you can also do different versions of the shaders this way and apply how you need.

but 1 thing: dont shade everything. look for the works of WOLF, he uses shaders only here and there as highlights, everything else is good models and awesome texture-works. watch out for your resources.

gz

TIMON
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Joined: 28th Aug 2011
Location: France
Posted: 27th May 2012 00:40
Hi maho76

I don't have a ps-03 folder in my effectbank folder!!! there is only a ps2 folder. please can I download it somewhere?
TGPEG
19
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 27th May 2012 02:34 Edited at: 27th May 2012 02:36
Quote: "Hi maho76

I don't have a ps-03 folder in my effectbank folder!!! there is only a ps2 folder. please can I download it somewhere? "


This is the shader pack you need.

Segments (walls and floors) using those require a _D2 (Diffuse) texture, a _ (normal map) texture, and an _I (Specular) texture.

Entities require a _d2 texture the same as above, however it requires that the specular texture be a mask in the alpha channel of the N texture, this texture being saved in duplicate as _N and _I. There's a video tutorial done by Bond1 (whose shaders they are) somewhere.

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