Product Chat / Help with shader entity?

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dedser
9
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Joined: 19th Mar 2015
Location: mexico
Posted: 8th Apr 2015 15:51
help!
normal maps and specular
not applied in the model and are named _N and _S
I can do ?
excuse my English

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Pirate Myke
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14
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 8th Apr 2015 18:10
What does the FPE file look like, and also the normal and specular map. There naming should be similar to the following:
Your TextureName_D.dds
TextureName_N.dds
TextureName_S.dds

They must also be in multiple of 2
512 x 512, 1024 x 512, 2048 x 2048, 64 x 64 as examples.

Are you using the default shader?

Have you played with the metrics setting (tab tab) when in test game to adjust the scene?

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dedser
9
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Joined: 19th Mar 2015
Location: mexico
Posted: 8th Apr 2015 19:54
everything is correct in names and options of detail is high for entities
entity basic shader

this is what my model contains.

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Pirate Myke
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14
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 8th Apr 2015 19:58
This is thru the importer?
Do you have the x file still?
And can you list out the fpe file please.

Thanks

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dedser
9
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Joined: 19th Mar 2015
Location: mexico
Posted: 8th Apr 2015 20:02 Edited at: 8th Apr 2015 20:05
if everything is with the importer

even I have the original model was created in blender

;Saved by FPSCR Object Importer v1.000
;header
desc = dedser

;visualinfo
textured = construccion1_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
collisionmode = 1
transparency = 0

;orientation
model = dedser.dbo
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 2200
defaultstatic = 1
materialindex = 0

;physics shapes
physicscount = 1
physics0 = "0,15.7359981537,8.16999912262,13.639995575,0.111999981105,0,1.11999976635,0,0,0"

;identity details
ischaracter = 0
hasweapon =
isobjective = 1
cantakeweapon = 0

;statistics
strength = 0
explodable = 0
debrisshape = 1

;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;anim
animmax = 0
anim0 = 0,0
playanimineditor = 0

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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 8th Apr 2015 20:40
scale = 2200.

That is a big difference.

Would you mind emailing them to me and I will run them on my machine.
Email them to myke1net at Hotmail.com
Put GameGuru in the subject so It don't get lost in spam.

Thanks
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Old Larry
GameGuru TGC Backer
12
Years of Service
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Joined: 26th Apr 2012
Location: Bucharest, Romania
Posted: 9th Apr 2015 08:29
dedser wrote: "if everything is with the importer"

Whay do you use the .dbo file ?!? - Use the .x file type for your model !
";orientation
model = dedser.dbo" --here you must have the .x file model
Smile today, tomorrow could be worse

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3com
10
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Joined: 18th May 2014
Location: Catalonia
Posted: 9th Apr 2015 17:33
x file, bmp file, and fpe file, usually them share the same name, as stated above.
item.x
item.bmp
item.fpe

3com

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