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FPSC Classic Product Chat / Containment Room shader not working

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Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 20th Mar 2014 14:19
There's something annoying going on in FPSC at the moment; most of the segment shaders aren't working properly. I downloaded Bond1's containment room pack as a test, but it's not using normal maps it seems.

Check out the attached pic. It looks like it's just standard diffuse, no spec or normal maps applied. I've tried this in 1.20.018 official and 1.20.019j unofficial, plus I've tried it with static and dynamic lights. I've also tried changing the post-processing options (0,1,2,& 3) to see if it made a difference...it did not.

Bump.fx still appears to work, although it makes everything look kinda shiny. I guess what I've really after for in a relief and/or parallax shader. I know COZ did one, but I get ALL KINDS of texture errors whenever I try to apply it.

Do I need to go back to a previous version of FPSC for these shaders to work? If so, what version would people recommend? Has anyone released a working relief/parallax shader for segments?

AE
ncmako
13
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 20th Mar 2014 15:52
Hi Avenging Eagle
Double check everything. I'm not having that problem it seems?
Here's two snapshots using beta19j & 17c. Bond did release two
shaders for this. One being for "static" lights and another for "dynamic" The dynamic one seems to work better.
First one is using beta19j with the static shader.


Second one used beta17c w/dynamic shader


As for the other shaders for entities, yes it seems to be a hit or miss with some. But not all. Most of the time I have to play with the specular texture to get it right.
best

You know you're a bad gamer when you're able to run out of infinite lives.
Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 21st Mar 2014 11:06
OK, I went back to beta17a and the containment room now appears to be working with shaders. It doesn't seem to accept my custom normal maps though. Maybe I'm saving them as the wrong type of .dds/.tga?

AE
ncmako
13
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Mar 2014 14:38
Avenging Eagle
Your "normal" map seems to be fine. By chance, are your
specular maps named "_I.dds" and not "_S.dds"?

You know you're a bad gamer when you're able to run out of infinite lives.
Avenging Eagle
19
Years of Service
User Offline
Joined: 2nd Oct 2005
Location: UK
Posted: 21st Mar 2014 19:48
Don't worry, I have both _S and _I files. It turns out that FPSC does recognise my normal map; I tried using bump.fx and it worked fine. The only problem is that the normal map only shows up in the specular highlights, which are directly below the player at all times. And if you make a totally black specular map you can't see the effect of the normal map at all. Getting the normal map to "react" to a light in FPSC is what is not working.

AE

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