Help on Gamestudio Shaders (SOLVED)

Posted By: Schmerzmittel

Help on Gamestudio Shaders (SOLVED) - 04/26/09 15:19

Hiho everyone,

a few weeks ago, i posted about a problem in the GS shader. But i dont become an answer.

The problem is:
i want to use the GS Specbump shader. Ive read the manual and that say, that the specularmap must be in the alphachannel from the texture. But if i do this, the complet model are invisible.

So, can any1 explain me, how i use the SpecMaps with the GS shader? This must be work, because i worke on my textures and without the Specmap on the shader its hard to make a good one.

Greetings
Schmerzmittel
Posted By: kwpsp

Re: Help on Gamestudio Shaders - 04/27/09 08:55

Hey Schmerzmittel(PainKiller),

I'm not a pro, but maybe I can help you.
You need the normal texture of your object and the specbump texture of your object.
You can create the SpecBump texture with a few programs like Photoshop with the nvidia plug-in.
After that you add thistextures to your model and link it to the script.
kwpsp
Posted By: Matt_Aufderheide

Re: Help on Gamestudio Shaders - 04/27/09 17:17

The reason the model becomes invisible is that it is probably using the alpha channel for transparency. Where did you find this shader..I would need to look at it to be sure...but basically you can fix this easily.

in the model script after you assign the material just set flag translucent off: my.flags &= TRANSLUCENT.

Also you can add something to the shader technique:
alphablendenable=false;
alphatestenable=false;
Posted By: Schmerzmittel

Re: Help on Gamestudio Shaders - 04/27/09 21:02

Hi Matt,

i use the shader that come with GS. Its the normal Gamestudio Standard Shader.

Gamestudio Shader

I use the fx_SpecBump.

Quote:
*SM: Supports a specular map on the texture alpha channel. A specular map determines the 'shinyness' of the texture. On alpha = 100 the texture is shiny, on alpha = 0 the texture is matt. If the texture has no alpha channel, 100% shinyness is assumed.


I dont know why this happens. I use Shade-c too. But i have made a testlevel without all the shaderstuff. Only with GS.

Matt, you hava A7? If yes, then you can have a look at the shaders.

But i think i doing something wrong. But i dont know what it is.

The following steps i did:
1. make a model
2. Skin1 = Colormap (Texture) ->alphachannel = SpecMap
Skin2 = Normalmap
3. Place it in wed and atach the action fx_specbump
4. run the testlevel.

5. The model is invisible.

Im felling so stupid blush

Hope you can help me.

Greetings
Schmerzmittel


EDIT: Ive tryed with my.flags and with the alphablend... in the technique. Nothing work. Damn.
Posted By: splashmaker

Re: Help on Gamestudio Shaders - 04/27/09 21:15

I believe that the specular map is supposed to be in the alpha channel of your normal map, and for the color map don't have an alpha channel unless you want to use transparency.

-splashmaker
Posted By: Schmerzmittel

Re: Help on Gamestudio Shaders - 04/27/09 21:41

Shader vergleich


That was my first post. Ive tryed an old shader from the massive shader collection. With that shader it works (normalmap alphchannel).

But with the Gs-Shader it dont work. Hm...
Posted By: Matt_Aufderheide

Re: Help on Gamestudio Shaders - 04/27/09 22:30

well if the model is totally invisible, I doubt its a problem with the specular map....

do any of the other standard shaders work for you?
Posted By: Schmerzmittel

Re: Help on Gamestudio Shaders - 04/28/09 18:20

All shader are working.
Only if i'll use the SpecMap, then the Model gets invisible. If i dont use the Specmap, the shader work.

When i have time, i'll make some tests. Perhaps i make anything wrong. But i belive i make it right.
Posted By: Schmerzmittel

Re: Help on Gamestudio Shaders - 04/30/09 16:00

I dont know why, but now the problem is gone.

Ok, i installed the new update, perhaps it works with the new one.

I maked some tests, and used shade-c too. Im happy, it work.
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