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JoshK
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Posted: 2nd Mar 2006 17:48
I released an update for my old "Inca" DB engine. The new engine loads .dbo files exported from 3D World Studio, sets up collision, places entities, and executes the game loop. Use this as a framework to add more entities and features:
http://3dworldstudio.thegamecreators.com/downloads.php





WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
Omikron
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Posted: 2nd Mar 2006 19:12 Edited at: 2nd Mar 2006 19:19
I had a go of this yesterday.

The maps themselves, collision handling and coding of the engine you wrote prompted me to run immediately to the ordering page for 3dWorldStudio and NG Collision dll. I was pretty shocked that was possible in approx 250 lines as i recall.

Yes, i was impressed to say the least.

Just waiting for the order completed email now so i can get my hands on them and crack on with things

Keep up the good work on 3dWorldStudio, hopefully someday i'll get that email...! (this 48 hour thing is such a drag )

Chris Franklin
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Posted: 2nd Mar 2006 19:42
Very cool will be buying 3dws

GatorHex
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Posted: 2nd Mar 2006 22:12
Hi, I ran the inca demo but one of my graphics cards had problems with the first area some walls and builds outside displayed as white areas. Seemed to work ok on my other Nvidea though.

I also downloaded the trail version of 3d world studio. I crashes when you select Texture Category/Gfx

Also I couldn't figure out how you load in your own models to the scene? Quite an important feature to have if you concider buying it. Did I miss something I couldn't see how to do it in the help guide.
Cash Curtis II
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Posted: 3rd Mar 2006 00:36
Quote: "one of my graphics cards had problems with the first area some walls and builds outside displayed as white areas"


Mine did too, at first. It seems that lit areas that were too bright turned white and garbled. But, I recompiled the example and it all worked right.

Also, to run 3DWS, I have to disable 3D Acceleration. Annoying but true. Otherwise, it will either crash or give me garbled textures

AlexI
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Posted: 4th Mar 2006 13:26 Edited at: 4th Mar 2006 13:27
Cool demo! but i thought it wasnt loading becuase just had a black screen for ages but then i realised it had the FPS up the top so i switched the screen brightness up and saw the level!

Goto My Website And Sign Up On The Forum http://fireproductions.f5k.com
Baggers
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Posted: 6th Mar 2006 06:27
JoshK: That first shot definately makes me think that Halflife2 is slowly creeping its way to DBP....good work !

Red Ocktober
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Posted: 7th Mar 2006 13:48
hey Bags... wait 'till you find your way to the surface... the ambient sounds add to the level itself to really give you that HL2 feeling...

--Mike
mike_sman
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Posted: 8th Mar 2006 00:33
Collision test without NG.
I found some code by Gman which i added the skybox routine, all found in various snippets.
Now updated to 6 beta, and it seems to worl with my 3d world studio maps.
Cheers
Mike

cardiff

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Baggers
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Posted: 11th Mar 2006 18:04
Red: Man i wish I could but theres no way i can get a 27meg download...sucks really

M.I.A is pending
AtomR
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Posted: 12th Mar 2006 00:50
Oh god. I'm torn. On the one hand i want this utility BADLY but on the other hand I've already bought two programs announced here that ended up having serious problems that made them unusable. What if if the case is the same with this program T_T

Take care
AtomR
Phaelax
DBPro Master
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Posted: 12th Mar 2006 02:59
Nice, I remember the old Inca demo. But $80?


AtomR
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Posted: 14th Mar 2006 16:08
Yeah, 80 dollars is a bit steep.
What I really would like to know is about the terrains. For one, lets say I create a terrain that has 3 different textures. Grass, dirt and rock, for instance. Will the terrain be one single object or will we have a terrain with the main texture (dirt for instance) and then have other alpha bended objects for the other layers of texture on top of the terrain?

Take care
AtomR
JoshK
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Posted: 14th Mar 2006 18:37 Edited at: 14th Mar 2006 18:41
The terrain is done in separate object limbs. However, layers after the first one are only built around areas where the texture shows up. If you only have a little patch of dirt on a terrain, there will only be extra triangles around that patch of dirt. So adding some terrain patchs here and there won't make the terrain polycount increase too much.

As for the price, perhaps you would prefer the Hammer licensing fees.

WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
Pulsar Coder
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Posted: 15th Mar 2006 05:22
Josh, I saw the flare in the code but, in which map should it be shown and where exactly?
Sinistar
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Posted: 15th Mar 2006 05:46
Josh. Price is great especially for the upgrade. Can you do fullbright objects in this one? I've been using the demo and I can't find any option to do so...
mike_sman
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Posted: 22nd Mar 2006 18:49
Using New Nuclear Glory
Hi
Ive just bought the new NG and added it to the Inca project.

when i compile, my dbo rises into the air.
Is it possible to get a version of IncaPro using the new version of NG.?
Cheers
Mike

cardiff
cassius_b
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Posted: 2nd Apr 2006 22:15
I ran inca pro in the dbpro editor using my own map instead of the demo ones. It worked fine at first but after a short time the arrow keys stopped functioning. Anyone know why?
Brendy boy
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Posted: 3rd Apr 2006 20:43
Can you implement normal mapping.

Brendy boy
Cellbloc Studios
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Posted: 3rd Apr 2006 20:44
@cassius_b:

My first guess is that you are using NG in trial mode, which only gives you 5 minutes of usage.

-This...is my boomstick!
Support your local Riker 9 Chapter.
Lost in Thought
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Posted: 16th Apr 2006 13:16 Edited at: 16th Apr 2006 15:32
Very cool. New performace benchmarks due to U6rc7 working a bit better with limbs for some reason (my terrain culling works better as well ) and NGC 4.02 (beta soon to be released).

NGC 2.03 & DBP U6RC7 = 55fps
NGC 4.01 & DBP U6RC7 = 60fps
NGC 4.02 (beta) & DBP U6RC7 = 160-180fps

Once NGC 4.02 is released and U6 is finalized this will be quite nice. I may try again on the entities then.

[edit] I'll also add my limb culling code to it then and see how that helps. I wish we had an example .3dw so we could load to exactly what Josh done though. My results are always different than his.

[edit2] With my culling sytem patched in (buggy on meshs) it lowers the polys to 500 in some areas and the FPS goes as high as 250fps If DBP U6 final holds this speed I'll post an example here.

[edit3] Fixed the culling on mesh. I will definitely be posting an example here soon.

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Posted: 16th Apr 2006 18:33
So, is your limb culling system improved now?
Lost in Thought
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Posted: 16th Apr 2006 19:35
A bit. Still working on some type of tree that will work for a variety of setups I have a few tree systems that work pretty good, but they require a preditermined knowledge of the world layout to work properly. I want something automatic

Pulsar Coder
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Posted: 16th Apr 2006 23:18
Maybe using NGC's new tree "scanning" so as to cull limbs instead of coding your own. Just thinking loud ...
Lost in Thought
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Posted: 16th Apr 2006 23:29 Edited at: 17th Apr 2006 13:10
Yeah when Matthew gets caught up I'll get with him for some ideas. He's going to be quite bust for a while I think though. He has alot of product upgrades coming up plus NB. It may be a feature he could add in or something.

[edit] up to 270 fps in DBP U6 RC9 NGC 4.02 should be out very soon. I'll post the example here on it's release.

Brendy boy
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Posted: 17th Apr 2006 13:31
Bump mapping still dont work. Try bump.fx from fpscreator-it loads diffuse texture in layer 0, lightmap in layer 1 and normal map in layer 2. But there is a problem. When i use your lightmapping function and apply that effect the uv data of lightmap is lost. Lightmap appears on the object like there wasn't any lightmapping.

Brendy boy
Lost in Thought
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Posted: 17th Apr 2006 13:40
We ran into similar problems with the csm importer. It is something about DBP not liking the fvf formats other than 274 for commands like this and shaders. Basically we tagged the image numbers, converted it to fvf 274, made a mesh from the object, deleted the object, made the object back from the mesh, deleted the mesh, retextured the object, and then applied the shaders. IIRC.

Brendy boy
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Posted: 17th Apr 2006 14:28
Can you post a snipet for that.

Brendy boy
NightMar
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Posted: 19th Apr 2006 07:34
Greeting , New to this site, I am looking the buy a suite of program, and have been evaluating several systems, trying to make a map and walk around it. Like your products.

But --- Does IncaPro wok with the Trial version 5.3 of DBPro ? Loaded DB src for IncaPro.dbpro , hit exe, get multiple errors
1) syntax erro for 'next' has no parm, 2) Does not find StartCollisionPRO(0,0,0) , etc

I must be missing somthing here ? Pleas get back I would like to move forward on my eval

Thanks
Lost in Thought
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Posted: 8th May 2006 14:45 Edited at: 22nd May 2006 04:05
Quote: "Can you post a snipet for that."


Sorry I forgot about this thread while waiting for the NGC release ... Something like:



This code worked with the importer (or something close to it) and has not been tested with 3dws though. If Josh used limb parenting it may mess it up.

And now the reason I came here. Matthew must be having internet problems as the NGC v4.02 has been done a couple of weeks (about) and he hasn't posted it yet, nor have I heard much from him. So I am releasing the new inca I have. I haven't optimized the culling yet (adds about 10fps on my computer should add much more), but I am working on it. If anyone has any experience with data/octree programming and wants to help, let me know.

I get from 120 (in the worst spot) to 280 (in the best spot) fps with this. The average is around 190-200 vs around 55 with the old demo.

Just extract this to the inca demo folder and run the newinca exe.

I forgot ot mention you need this free plugin to compile my code
http://forum.thegamecreators.com/?m=forum_view&t=67196&b=5

7z format download .9MB
http://www.mapmasterz.com/lit/NewInca.7z

zip download 2.4MB
http://www.mapmasterz.com/lit/NewInca.zip

Cash Curtis II
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Posted: 8th May 2006 14:59
Very, very nice LiT!!! The perfect unity of 3DWS, NGC, and you're awesome skills. I've been waiting anxiously for the limb culling. 10 FPS is phenomenal, I can't wait until it's more.


Come see the WIP!
Lost in Thought
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Posted: 8th May 2006 15:22
Thanks. I think that is the latest "functional" code I have.

I forgot to mention that the different culling methods work better with the different levels. Sphere works the best by far with the city level. Box works the best with the Kharkov level. A mixture of sphere and box works best in The_Core level.

You'll have to play with them to see what works best for you. Until I get it optomized, the culling could actually hurt you in low poly/ high limb count levels on slower machines.

It does it's best work in higher poly/ lower limb count and higher poly/ medium limb count levels.

You can hardly tell a difference between my culling speed and the update terrain function in the advanced terrain. I get 1/2 a fps lower with my code over the update terrain. It should get better when I get the trees working properly. I removed the trees altogether in that version.

JoshK
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Posted: 17th May 2006 07:17
Great work.

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Scurvy Lobster
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Posted: 17th May 2006 22:26
Wow, Lost in Thought! That is just amazing work! I blasted from 50 to 230 FPS in IncaPro.

This could really be what my project needs. Any chance you could make a "how-to-do guide"?
Lost in Thought
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Posted: 18th May 2006 01:36 Edited at: 18th May 2006 01:44
NGC 4.02 is most of the boost ATM. On my macine the culling only increases it 10-30fps depending on culling type (read my posts above). Once I get the culling optimized (have to get caught up enough to start back on it) it should make it about 10 times faster on average. So no need for a how to guide just yet. Once I get everything sorted I'll make some type of guide. I want to see those levels in the 340-400fps range as they are not really that big. To see how fast it could run if the culling was optimized, press the option for no culling and keep hidden (and don't rotate the camera).

[edit] If anyone is interested in helping on the culling optimizations, email me. All help is welcome and appreciated on any of my community related projects. I want the DBP community to be bumped up a notch and make it easier for everyone to have culling, entities (all types), and LOD (my next project).

Basically I want to make a base FPS engine (open source) that will load CShop and 3DWS levels with every aspect of the engine auto loaded from the level file. Once I finish the Free engine I posted in the WIP section I am going to add 3DWS support. Either through this loading code or a dbo to csm converter tool.

Scurvy Lobster
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Posted: 18th May 2006 10:41
That sounds just awesome!

3DWS support is crucial to my project, so I would like that very much. Right now we are doing 25 FPS in our map (and the deadline is in 5 days )

But keep up the good work!
Lost in Thought
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Posted: 18th May 2006 10:46
Have you tried your level in the new exe yet? It will be a bit (couple of weeks looks like) before I can finish the culling, but if you need help before then just email me and I might be able to come up with something

Guyon
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Posted: 18th May 2006 22:41 Edited at: 19th May 2006 08:12
The one Inca demo I really like is the dungeon that goes to the outside. Is there a reason it has so many white dots at connecting edges?
Miguel Melo
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Posted: 20th May 2006 03:02
Quote: "s there a reason it has so many white dots at connecting edges?"


I noticed this on the seams too...

I have vague plans for World Domination
Scurvy Lobster
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Posted: 20th May 2006 17:44
Lost in Thought wrote:
Quote: "Have you tried your level in the new exe yet? It will be a bit (couple of weeks looks like) before I can finish the culling, but if you need help before then just email me and I might be able to come up with something"


I have tried my map with the new exe. It works - but only if I delete most of my texture files. Loading time is also very long. The result is excellent however! I go from 20 to 40-50 FPS. Nice!

I think I will send you an e-mail with a link to my project. I could use some help getting this to my own project.
JDforce
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Posted: 21st May 2006 18:05
Lost in thought, I took the liberty to ask you, since you seem close to NGC team and NGC version 4.02 seems to be missing in action, plus a comment from mattheu on his forum about you being able to retrieve some info directly:

Is the dll included within newinca zip the awaited new 4.02 version?
Can I use my existing 3.x NGC keys with it?

The comment I mentioned is here:

http://www.nuclearglory.com/php-bin/forums/view_topic.php?id=465&forum_id=2

Thanks.

May the 3d force B with U
Miguel Melo
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Posted: 21st May 2006 18:12
@JDForce: As far as I know, the answer to both questions is yes.

I have vague plans for World Domination
JDforce
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Posted: 21st May 2006 18:48
Thanks Miguel. The reason I asked is because I have not been able to compile the Incaprotestcull4.dbpro project.
It shows an error: "could not determine parameter of 'DK Get Matrix4Element(clipmatrix,i)' at line 391". Heve you tried? or have someone compiled it?

I think either is programmer pseudocode or the program needs finishing. However, the executable works great.

Also am anxious to test the new NGC with dbpro 6.

Thanks again.

May the 3d force B with U
Miguel Melo
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Posted: 21st May 2006 23:17
Tried compiling it now that you asked and I get the same error. We'll have to wait for LiT to step in and let us know...

I have vague plans for World Domination
Lost in Thought
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Posted: 22nd May 2006 04:02 Edited at: 22nd May 2006 04:03
@JDforce You need the dkshop plugin for one command in my code as DBP doesn't give us access to matrix4 data.

[edit] But as stated, the answer to the NGC 4.02 questions are indeed yes and yes.

http://forum.thegamecreators.com/?m=forum_view&t=67196&b=5

JDforce
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Posted: 22nd May 2006 05:33 Edited at: 22nd May 2006 05:56
Lost in Thought: I downloaded the plugin and am going to test right now. I can't help to ask if you know how to get the full NGC pack because I imagine the demos are going to be different. Do you know something about it? (I know is off topic here, but...)

Thank you very much.

[EDIT] It compiled and ran perfectly after installing the plugin. Am impressed with that level of performance. Good work.

May the 3d force B with U
Lost in Thought
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Posted: 22nd May 2006 08:48
The examples will be pretty much the same as v4.01 as 4.02 was bug fixes mostly. There are only like 2 new commands in 4.02 The docs and examples should be available soon though. Just waiting on the new support and registration system to get finished, so they don't get overloaded with emails and registrations done manually.

I am also starting back on the culling optimizations as soon as I get done with this quick forum sweep. I've had alot of emails about it. Will be released when done. Will be released in all 3 locations as well (new inca demo, my free engine thread, and my culling thread).

JDforce
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Posted: 22nd May 2006 16:40
10-4

Thx.

May the 3d force B with U
Lost in Thought
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Posted: 31st Aug 2006 17:36 Edited at: 31st Aug 2006 17:37
Culling is 15-20 times faster in this code and gives me an extra 10-50 fps over the other code depending on camera data.



It requires these 2 plugin sets to compile.

http://forum.thegamecreators.com/?m=forum_view&t=85209&b=18 for acurate time testing (can be removed with no culling effects)

http://forum.thegamecreators.com/?m=forum_view&t=67196&b=5 for actual culling

I also posted an optimized and more portable version of my stand alone culling code here:
http://forum.thegamecreators.com/?m=forum_view&t=67369&b=6

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