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FPSC Classic Models and Media / Bump Maps in FPS Creator - Possible?

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Fatal Spirit
18
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Joined: 4th Mar 2006
Location:
Posted: 8th Mar 2006 20:00
Hey guys. I am getting good at making bump maps now, but I am just wondering if it is possible at all to make bump maps appear in FPS Creator.

Hey!
himynameisali
21
Years of Service
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Joined: 9th Nov 2003
Location: England, You...Rastards!
Posted: 9th Mar 2006 17:41
Yes it is, all you need to do is import them, I trust you know how to do this??
Dangerous Bob
18
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Joined: 20th Feb 2006
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Posted: 9th Mar 2006 22:09
Why do you think he asked?

-Wars have never hurt anybody except the people who die.
Dangerous Bob
18
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Joined: 20th Feb 2006
Location:
Posted: 10th Mar 2006 03:09
If you could, tell me how to make bump-maps and how to use them. Thanks in advance.

-Wars have never hurt anybody except the people who die.
Fatal Spirit
18
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Joined: 4th Mar 2006
Location:
Posted: 15th Mar 2006 06:52
I have no idea. Could anyone tell me how to make it so that my bump maps appear in FPS Creator?

Hey!
Lightning Bolt Studios
FPSC Reloaded Backer
18
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Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 18th Mar 2006 04:39 Edited at: 18th Mar 2006 04:40
I beleive you have to name them in sequence along with your texture. example, if your segement wall texture was stone_1D.tga, your bump map sould be stone_2D.tga or somthing along those lines, I think theres a scripe involved with this also, I'm almost positive I seen this explained in the one of the video tutorials that came free with the FPSC segment editor the TGC released awhile back.
Joh
20
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 18th Mar 2006 09:49
Don't know if fpsc handles bump maps since it uses normal maps. In the video tuts for the segment editor it explains the naming convention to use. In short this is how its like. It uses a suffix to determine which textures to load.

mytexture_D2.tga - The D2 tells it that this is the bitmap to use when no shader are used.

With shader turned on, fpsc will load these files, if found, based on the root filename.

_D - Diffuse map
_N - Normal map
_S - Specular map
_I - Illumniation map

eg. mytexture_D.tga, mytexture_N.tga, mytexture_S.tga, etc

Lightning Bolt Studios
FPSC Reloaded Backer
18
Years of Service
User Offline
Joined: 5th Jan 2006
Location: Otisville, MI
Posted: 20th Mar 2006 18:57
Joh's right, I watched the tutorials again and it states what Joh said above. I watched the video awhile ago and got it confused with some other video tutorials I watched on max.

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