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FPSC Classic Product Chat / Shaders applied with necessary maps created, still causing entity to go black.

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Ekipshi
17
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Joined: 20th May 2009
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Posted: 29th Mar 2013 01:39 Edited at: 29th Mar 2013 01:41
Hi there

I apologize for posting another "Help, shader problem!" thread.

However, after browsing all those other said threads and following the advices thrown around and watching through the different tutorials, the same result is still yielded, the entity goes full black.

Before anyone asks, I am using FPSC 1.19

Allow me to specify:
I'm attempting to add simple normal mapping to the "Bandit" characters that Strelok created a while back.

I have both attempted to use:
The basic bumpbone.fx
Following the example of the Stock characters, the model is using the texture_D2, as well as having a Tex_D, Tex_S and a Tex_N created. All in TGA format.

I have also attempted the use of the dynamic model shaders from Metro Theater using the same maps as above, except the replacement of Tex_S.tga with Tex_I.tga.

Both result in turning the character completely black, when clearly entities that came programmed with these shaders (the stock characters, and various metro theater entities) show up as they should.
It should be noted that the shader does seem to recognize the textures are there, as when I look in the directory, there are .dds files of the _N, _S, and _D after running a test.
I do delete these before attempting to swap shaders.

Perhaps there is something else I'm missing?


Anyone have any insight? It would be appreciated, I'd love to shader these guys up a bit so they're not so flat.

Thank you!

s4real
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Posted: 29th Mar 2013 02:03
Hard to see whats going on without a model but how you done your _N and _s textures ?

These could be your problem.

best s4real

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Ekipshi
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Posted: 29th Mar 2013 02:39
the _N texture was done in GIMP, using a plugin. I can post that here if that's allowed regarding re-distribution rules. I'm not sure the normal can be considered as re-distributing, but I'd rather be sure.

The _S map is simply a de-saturated version of the texture.

Killj0y17
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Posted: 29th Mar 2013 08:57
try putting the entity to dynamic mode.

s4real
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Posted: 29th Mar 2013 13:51
@Ekipshi :- If you email me the model I can have a look only if you ok with this.



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