Get your entity into FPS Creator, and move the texture file for your entity into the
texturebank folder.
Rename your entity's
diffuse texture so it ends with an
_D extension.
Copy that file in the same folder and rename the copied file with an
_D2 extention.
Open your image program (I'll be assuming you're working with
GIMP) with either you
_D or _D2 texture, and create both a
normal map and a
specular map for your
diffuse texture;
Quick GIMP Normal Map Tutorial Here.
The above link also covers basic specular map creation. Colors >
Desaturate the diffuse layer and then use the
brighness/contrast option, again under the Colors tab; to adjust your specular map. The darker your specular map, the less reflective/shiney those darker surfaces will be on your diffuse map.
Right-click on your diffuse texture on the layers tab in the tools menu, and
Delete the layer.
Delete the
specular map layer as well. Now, the
normal map layer is the only one you should have left.
Save your
normal map with an _N extention in your texturebank folder.
Now,
without closing GIMP after you save your normal map layer, press
Ctrl+z until your
specular map layer comes back.
Right-click on your
normal map layer and select
Add Alpha Channel. Make sure your normal map layer is the
top layer (click and drag layers to move them).
Now, right-click on the
specular map layer and
add an alpha channel to that layer as well. Press the
eye image to the left of the specular map layer until it disappears to mask the layer. Finally,
save this file with an _I extention.
Another look at this method;
Now, close GIMP, and return to your entitybank folder. Open the entity's .fpi script, and change the texture path so it finds the _D2 texture in your texturebank folder;
textured = texturebank\Canebridge Hospital\Entities\Scenery\Cart_D2.tga
Now apply the shader to the entity's fpi;
effect = effectbank\ps_3_0\entities\static\norm_alphaspec_tangentbasis.fx
Done. If everything was done correctly, the entity should appear just fine in FPS Creator with its normal and specular maps. Make sure shader effects are turned on, and to add at least one static entity to your map.
EDIT:
Quote: "but I've been proven wrong before."
Well played, me. Well played.
Kravenwolf