You need to append the core part, (
core_mtarini_shaders.ver.0.01.txt) to the mb.fx file, and then only the few shaders you want to use from the
list(you can also put
all of the list in, but the game will be very slow to load it because every "technique" shader will pre-complied, even if it is never used by any shader or material).
After that, make a brf file with the corresponding shader (last tab), and use that shader from the material for all affected objects.
But, I just checked something: the normal-map + rigging combination is not currently implemented right in that "core" file (it's only half implemented). Sorry about that. I wonder if that is my last version after all. If I cannot find any more recent version, it shouldn't be difficult to fix anyway, and I could do so soon. But, from what I see, the current version will not work correctly (objects will animate but the normal-map will be relighted as if always was in the neutral pose).
Still, if you can get to the point where your normal maps are ready and used, even if lighting looks wrong for now, then it should work when I fix the shader.
EDIT: I made a quick attempt on-the-fly to
fix the problem (with rigging+normalmap), but I don't have time to test it right now, or even to see if it compiles at all. If you feel lucky, its here:
core.mtarini.shaders.ver.0.02. (It's the "core" file, to be used instead of the 0.01 one above.) Also, I should optimize it later.
Let me point out another thing about normal-maps + rigging:
- the normal map (in object space) must refer to the object in its neutral pose (i.e. open arms, etc).
- the normals in the normal map of the left half of the object will be automatically inverted in the x component. This is done so that you can use a single normal-map for both sides of a symmetric object (x = -x simmetry). E.g. the same normal map for the left and the right arm. Hope you see what I mean.