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FPSC Classic Scripts / Applying normal maps to wall segments?

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James Kravenwolf
16
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Joined: 22nd Nov 2008
Location: Ohio
Posted: 3rd Dec 2008 09:26 Edited at: 3rd Dec 2008 09:28
I apologize if this is in the wrong forum. I've searhed again prior to posting my question, but still haven't found anything. I've made a normal, diffuse, and spec map for one of my wall textures, and cannot figure out how to edit my room segment's script to have it applied into the game when tested.

This is a section of the script I have for the room that I've been trying to get to work:




I assume that "texture 4 is the original texture, and "textureS" stands for SPEC MAP, "textureN" stands for Normal Map, and so on, so that's how I threw in my texture maps. I read through the manual for applying normal maps to a metal barrel, so I threw in the: effectbankbumpcubereflectalphabumpcubereflectalpha.fx effect as stated in the tutorial. But, when I test the game, and add dynamics lighting, the textures still appear flat, and sometimes, the walls are entirely white. Is there something simple I am doing wrong?

-Kravenwolf
Ertlov
17
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Joined: 18th Jan 2007
Location: Austria
Posted: 8th Dec 2008 00:34 Edited at: 8th Dec 2008 00:35
shaders on segments are a pain in the a***

However, try to use that instead:



Come to where the madness is:
http://www.homegrowngames.at
James Kravenwolf
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Joined: 22nd Nov 2008
Location: Ohio
Posted: 9th Dec 2008 09:50
It's still giving me a blank wall on the side that I apply the changes to. If I understand it correctly, I changed the main texture name in my library to texturebankuserwallsplasterwall1_d2.tga ...it still didn't work. So, I kept my original texture the same name, and added the _d2 only in the script, and that didn't work either. Any other ideas why this isn't working, or how to fix this frustration?

-Kravenwolf
Nomad Soul
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 9th Dec 2008 22:55
Its been covered many times.

The stock FPSC shaders don't work for normal maps on segments and there hasn't been a custom shader released which fixes it.

The EFX mod developers have made some progress but only when applying normal maps to entities and not segments as there are rendering problems when using lights.

FPSC X10 has working normal map shaders for segments but its looking unlikely it will ever be possible in X9.
James Kravenwolf
16
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Joined: 22nd Nov 2008
Location: Ohio
Posted: 10th Dec 2008 01:23
Thanks for the response, Nomad. It's ashame it's such unfortunate news, though. I guess I'll move on with my 'test project' in X9, and learn more about the software, and upgrade to X10 later.

-Kravenwolf
Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 10th Dec 2008 11:55
I got shaders to work with segments, and i also applied a specular map. I dunno why everyone is having so much trouble :S But to be honest they don't look that great...because on floor segments you can see a random points that emits a beam of light

Free Segment Packs: V1-http://forum.thegamecreators.com/?m=forum_view&t=124552&b=24
V2 - http://forum.thegamecreators.com/?m=forum_view&t=124709&b=24
Jesper
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Location: Hämeenlinna
Posted: 11th Dec 2008 16:58
Bumpcubereflectalpha shader is only for dynamic entities. You need to use Bump shader, or it does not work.
Marc Steene
FPSC Master
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Location: Bahrain
Posted: 12th Dec 2008 09:37
@Jesper that isn't true. I've gotten it to work on segments. Pic below:



Free Segment Packs: V1-http://forum.thegamecreators.com/?m=forum_view&t=124552&b=24
V2 - http://forum.thegamecreators.com/?m=forum_view&t=124709&b=24
SikaSina Games
16
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Joined: 5th Dec 2007
Location: Reading, UK
Posted: 12th Dec 2008 17:41
How is that possible? It would look like a party room with bumpcubereflectalpha! I tried it using D2, N and S files and it didn't work. How on earth did you do that?

Nomad Soul
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Location: United Kingdom
Posted: 12th Dec 2008 19:56
Quote: "I got shaders to work with segments, and i also applied a specular map. I dunno why everyone is having so much trouble :S "


You got A shader to work with segments and the reason why people are having so much trouble is because we're talking about normal mapping on segments and bumpcubereflectalpha doesn't help with that.

Also getting a shader on one surface of a segment counts for little. Getting them to work on all segment surfaces and with light sources present is where you'll very quickly come unstuck.
TGPEG
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Location: Bristol, United Kingdom
Posted: 12th Dec 2008 23:39
You just need Nomad & Co's guide for X10. I assume it will work pretty much the same for X9 as it does for X10.

Then I just use falsewalls from the sci-fi pack and the plinth's from MP1 to make rooms from entities all with bumpent.fx and the appropriate _s,_d,_n and _d2 textures.

Isn't perfect, but it works all the same.

[center]
CoffeeGrunt
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Location: England
Posted: 13th Dec 2008 00:20
Quote: "You just need Nomad & Co's guide for X10. I assume it will work pretty much the same for X9 as it does for X10."


No, I reckon it's probably hard-coded into X10....

James Kravenwolf
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Joined: 22nd Nov 2008
Location: Ohio
Posted: 17th Dec 2008 08:41
Thanks everyone! I'll play around with this concept tonight, and hopefully get the same success as marc.

-Kravenwolf

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