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FPSC Classic Models and Media / Normal Mapping Segments?

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Red Eye
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Posted: 24th Dec 2008 20:49
How do I do that? Any tutorial suggestions?


Red Eye Productions


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heltor
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Posted: 24th Dec 2008 22:10
try xnormal

Great spirits often encounter violent opposition from mediocre minds.
Red Eye
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Posted: 24th Dec 2008 22:15 Edited at: 24th Dec 2008 22:18
could you be more specific?


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Game Maker
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Posted: 24th Dec 2008 23:37
Red Eye
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Posted: 25th Dec 2008 00:14
Isn't there just a tutorial I know on how to make normals and that. But is there any step by step thing for segments?


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Blackdraft
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Posted: 25th Dec 2008 13:44
OK I try to help you Red Eye,

How do you make Normalmaps?

I use the TSGames Normalmap Generator (http://www.tsgames.de/index.php?item=137)
Its very easy to understand.

How do you apply the normalmap on a segment?
I dont know if it works, but you can try this:

The following is a simple fps segment file:

Quote: ";Segment Spec

;Header

partmax = 16
lastmeshmax = 16

;Segment Parts

partmode0 = 0
meshname0 = meshbank\ww2\france\rooms\chateau_cellar\floor_b.x
offx0 = 0
offy0 = -50
offz0 = 0
rotx0 = 0
roty0 = 0
rotz0 = 0
texture0 = texturebank\ww2\floors\concrete\f_g_01_d2.tga
textured0 = texturebank\ww2\floors\concrete\f_g_01_D.tga
texturen0 = texturebank\ww2\floors\concrete\f_g_01_N.tga
textures0 = texturebank\ww2\floors\concrete\f_g_01_S.tga
transparency0 = 0
effect0 =
colmode0 = 1
csgmesh0 =
csgmode0 = 0
csgimmune0 = 1
lightmode0 = 0
multimeshmode0 = 1
materialindex0 = 2

partmode1 = 0
meshname1 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a.x
offx1 = 0
offy1 = 0
offz1 = 50
rotx1 = 0
roty1 = 0
rotz1 = 0
texture1 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured1 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen1 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures1 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency1 = 0
effect1 =
colmode1 = 1
csgmesh1 =
csgmode1 = 0
csgimmune1 = 0
lightmode1 = 0
multimeshmode1 = 1
materialindex1 = 2

partmode2 = 0
meshname2 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a.x
offx2 = -50
offy2 = 0
offz2 = 50
rotx2 = 0
roty2 = 0
rotz2 = 0
texture2 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured2 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen2 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures2 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency2 = 0
effect2 =
colmode2 = 1
csgmesh2 =
csgmode2 = 0
csgimmune2 = 0
lightmode2 = 0
multimeshmode2 = 0
materialindex2 = 2

partmode3 = 0
meshname3 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a.x
offx3 = 50
offy3 = 0
offz3 = 50
rotx3 = 0
roty3 = 90
rotz3 = 0
texture3 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured3 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen3 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures3 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency3 = 0
effect3 =
colmode3 = 1
csgmesh3 =
csgmode3 = 0
csgimmune3 = 0
lightmode3 = 0
multimeshmode3 = 0
materialindex3 = 2

partmode4 = 0
meshname4 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a.x
offx4 = 50
offy4 = 0
offz4 = 0
rotx4 = 0
roty4 = 90
rotz4 = 0
texture4 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured4 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen4 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures4 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency4 = 0
effect4 =
colmode4 = 1
csgmesh4 =
csgmode4 = 0
csgimmune4 = 0
lightmode4 = 0
multimeshmode4 = 1
materialindex4 = 2

partmode5 = 0
meshname5 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a.x
offx5 = 0
offy5 = 0
offz5 = -50
rotx5 = 0
roty5 = 180
rotz5 = 0
texture5 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured5 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen5 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures5 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency5 = 0
effect5 =
colmode5 = 1
csgmesh5 =
csgmode5 = 0
csgimmune5 = 0
lightmode5 = 0
multimeshmode5 = 1
materialindex5 = 2

partmode6 = 0
meshname6 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a.x
offx6 = -50
offy6 = 0
offz6 = 0
rotx6 = 0
roty6 = 270
rotz6 = 0
texture6 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured6 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen6 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures6 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency6 = 0
effect6 =
colmode6 = 1
csgmesh6 =
csgmode6 = 0
csgimmune6 = 0
lightmode6 = 0
multimeshmode6 = 1
materialindex6 = 2

partmode7 = 0
meshname7 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a.x
offx7 = 50
offy7 = 0
offz7 = -50
rotx7 = 0
roty7 = 180
rotz7 = 0
texture7 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.tga
textured7 = texturebank\ww2\walls\concrete\w_g_mid_01_D.tga
texturen7 = texturebank\ww2\walls\concrete\w_g_mid_01_N.tga
textures7 = texturebank\ww2\walls\concrete\w_g_mid_01_S.tga
transparency7 = 0
effect7 =
colmode7 = 1
csgmesh7 =
csgmode7 = 0
csgimmune7 = 0
lightmode7 = 0
multimeshmode7 = 0
materialindex7 = 2

partmode8 = 0
meshname8 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a.x
offx8 = -50
offy8 = 0
offz8 = -50
rotx8 = 0
roty8 = 270
rotz8 = 0
texture8 = texturebank\ww2\walls\concrete\w_g_mid_01_d2.dds
textured8 =
texturen8 =
textures8 =
transparency8 = 0
effect8 =
colmode8 = 1
csgmesh8 =
csgmode8 = 0
csgimmune8 = 0
lightmode8 = 0
multimeshmode8 = 0
materialindex8 = 2

partmode9 = 0
meshname9 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a_e.x
offx9 = 0
offy9 = 0
offz9 = 50
rotx9 = 0
roty9 = 180
rotz9 = 0
texture9 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured9 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen9 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures9 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency9 = 0
effect9 =
colmode9 = 1
csgmesh9 =
csgmode9 = 0
csgimmune9 = 0
lightmode9 = 0
multimeshmode9 = 0
materialindex9 = 2

partmode10 = 0
meshname10 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a_e.x
offx10 = 50
offy10 = 0
offz10 = 0
rotx10 = 0
roty10 = 270
rotz10 = 0
texture10 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured10 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen10 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures10 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency10 = 0
effect10 =
colmode10 = 1
csgmesh10 =
csgmode10 = 0
csgimmune10 = 0
lightmode10 = 0
multimeshmode10 = 0
materialindex10 = 2

partmode11 = 0
meshname11 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a_e.x
offx11 = 0
offy11 = 0
offz11 = -50
rotx11 = 0
roty11 = 0
rotz11 = 0
texture11 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured11 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen11 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures11 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency11 = 0
effect11 =
colmode11 = 1
csgmesh11 =
csgmode11 = 0
csgimmune11 = 0
lightmode11 = 0
multimeshmode11 = 0
materialindex11 = 2

partmode12 = 0
meshname12 = meshbank\ww2\france\rooms\chateau_cellar\wall_mid_a_e.x
offx12 = -50
offy12 = 0
offz12 = 0
rotx12 = 0
roty12 = 90
rotz12 = 0
texture12 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured12 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen12 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures12 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency12 = 0
effect12 =
colmode12 = 1
csgmesh12 =
csgmode12 = 0
csgimmune12 = 0
lightmode12 = 0
multimeshmode12 = 0
materialindex12 = 2

partmode13 = 0
meshname13 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a_e.x
offx13 = 50
offy13 = 0
offz13 = -50
rotx13 = 0
roty13 = 0
rotz13 = 0
texture13 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured13 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen13 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures13 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency13 = 0
effect13 =
colmode13 = 1
csgmesh13 =
csgmode13 = 0
csgimmune13 = 0
lightmode13 = 0
multimeshmode13 = 0
materialindex13 = 2

partmode14 = 0
meshname14 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a_e.x
offx14 = -50
offy14 = 0
offz14 = -50
rotx14 = 0
roty14 = 90
rotz14 = 0
texture14 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured14 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen14 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures14 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency14 = 0
effect14 =
colmode14 = 1
csgmesh14 =
csgmode14 = 0
csgimmune14 = 0
lightmode14 = 0
multimeshmode14 = 0
materialindex14 = 2

partmode15 = 0
meshname15 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a_e.x
offx15 = -50
offy15 = 0
offz15 = 50
rotx15 = 0
roty15 = 180
rotz15 = 0
texture15 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured15 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen15 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures15 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency15 = 0
effect15 =
colmode15 = 1
csgmesh15 =
csgmode15 = 0
csgimmune15 = 0
lightmode15 = 0
multimeshmode15 = 0
materialindex15 = 2

partmode16 = 0
meshname16 = meshbank\ww2\france\rooms\chateau_cellar\corner_mid_a_e.x
offx16 = 50
offy16 = 0
offz16 = 50
rotx16 = 0
roty16 = 270
rotz16 = 0
texture16 = texturebank\ww2\walls\concrete\w_h_mid_01_d2.tga
textured16 = texturebank\ww2\walls\concrete\w_h_mid_01_D.tga
texturen16 = texturebank\ww2\walls\concrete\w_h_mid_01_N.tga
textures16 = texturebank\ww2\walls\concrete\w_h_mid_01_S.tga
transparency16 = 0
effect16 =
colmode16 = 1
csgmesh16 =
csgmode16 = 0
csgimmune16 = 0
lightmode16 = 0
multimeshmode16 = 0
materialindex16 = 2

;Segment Visibility

visoverlay = 0
visfloor = 0
visroof = -1
viswallb = 5,11
viswallr = 4,10
viswallf = 1,9
viswalll = 6,12
viscornertl = 2,15
viscornertr = 3,16
viscornerbr = 7,13
viscornerbl = 8,14

;Segment Blueprint

mode = 0
symbol = 0
floorsizey = 0
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0
kindof = 0

;end"


Try to set the path to your normalmap in this lines
effect =

You have to do this with all effectlines. in this example effect0 to effect16

I dont know if its possible, but you can try it

Good Luck

LG BD

[url=www.blackdraft.de]Blackdraft Studios[/url]
Red Eye
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Joined: 15th Oct 2008
Location:
Posted: 25th Dec 2008 14:15
i cant see the link but i just use gimp to make normal maps. ... But thanks i think this would work gonna try it now


Red Eye - The Game: Work In Progress - W.I.P.
Red Eye
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Posted: 25th Dec 2008 16:15
every thing is black another idea?


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Red Eye
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Posted: 26th Dec 2008 14:02
really need help on this please?


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CoffeeGrunt
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Posted: 26th Dec 2008 17:52
It doesn't work on segments, the lighting engine messes it up...

Red Eye
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Posted: 28th Dec 2008 12:57
ok thanks


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The Next
Web Engineer
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Posted: 28th Dec 2008 15:21
are you using FPSC X9 or X10 in X10 there are some issues where you must have the textures as dds but link tot hem with the extension as TGA in fpe file gets confusing

Red Eye
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Posted: 28th Dec 2008 15:23
fpsc x9


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