Okay, for an entity, you do following :
Switch into the entity character directory and delete
the .BIN and .DBO file. then open up the character FPE file
and your visual info should look like this :
;visualinfo
textured = sc_d2.tga
effect = effectbank\bumpent\bumpent.fx
castshadow = 0
note :
for the use of normalmaps you need 3 Textures.One of the textures
is typed into the visualinfo. the engine looks up itself the other
two textures.
in this example theres an :
sc_d2.tga ( usual texture )
sc_N.tga ( Normalmap )
sc_S.tga ( Specular map )
all these textures have to be in your entity character directory.
If there are any .DDS textures, delete them !
if all done, just start up FPSC, be sure to activate the
shaders checkbox, and try your character out.
worked for me. and to prove this explanation, heres a screenshot.
Showing a selfmade hud, and 2 modified scientist models from jon,
and of course the dual beretta
yeah...thats the ticket !