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man id unknown
17
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Joined: 31st Jan 2007
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Posted: 1st Feb 2007 17:17
Since DarkBASIC includes 3D World Studio in one, or more, of its packages, does it include any command/s to load .3dw files?
John Y
Synergy Editor Developer
21
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Joined: 4th Sep 2002
Location: UK
Posted: 1st Feb 2007 17:18
I think you are supposed to save your 'worlds' as .dbo's within the program, and then load them.

Get the new DarkBasic Professional IDE for only $19.99/~£9.85
Http://synergyide.thegamecreators.com
Http://www.digitalzenith.net
Image All
18
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Joined: 30th Dec 2005
Location: Home
Posted: 1st Feb 2007 17:27
You should use this shader by Green Gandalf and Lost in Thought to make the lightmaps appear properly in .dbo format. :P

To use it in DBP:



You can rename the shader whatever you want.

man id unknown
17
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Posted: 1st Feb 2007 17:32
Will DarkBASIC automatically perform collision testing on .dbo worlds?
John Y
Synergy Editor Developer
21
Years of Service
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Joined: 4th Sep 2002
Location: UK
Posted: 1st Feb 2007 17:35
No, you need to use the built in commands (slow) or a DLL such as Sparky's or Nuclear Glory's

Get the new DarkBasic Professional IDE for only $19.99/~£9.85
Http://synergyide.thegamecreators.com
Http://www.digitalzenith.net
Image All
18
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Joined: 30th Dec 2005
Location: Home
Posted: 1st Feb 2007 17:55
Or INTERSECT OBJECT :P

D Ogre
20
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Joined: 19th Nov 2003
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Posted: 1st Feb 2007 21:09
I definately recommend Sparky's collision plugin. It's much faster and returns
more collision data than the standard built-in commands. It's seemless which
means that it will be included internally with your executables, unlike Nuclear Glory,
which is external. Not only that, it's free!

If you decide to use Sparky's collision plugin, besides the examples included
with it, Ruccus has some good examples here in the forums. Just do a thread
search...
Agent Dink
20
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Joined: 30th Mar 2004
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Posted: 1st Feb 2007 21:36
If you have dark physics or newton they are also pretty awesome at world collision.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
HTF
17
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Joined: 10th Jan 2007
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Posted: 2nd Feb 2007 00:55
Yeah I use Dark Physics for my collision when using .dbo files from 3dWS, and it works wonderfully. Though I did not know about that shader, cheers Image All.
XtwiggyX
17
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Joined: 17th Nov 2006
Location: Lincoln, UK
Posted: 4th Feb 2007 15:41
Quote: "You should use this shader by Green Gandalf and Lost in Thought to make the lightmaps appear properly in .dbo format. "


This make my game look great. Do you know if ya have to give credits to the creator, If so I would be happy too
XtwiggyX
17
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Joined: 17th Nov 2006
Location: Lincoln, UK
Posted: 7th Feb 2007 12:58
I've put Green Gandalf and Lost in Thought in my credits under Light Shader.

AMD Athhon 64 1.99 GHz Prosessor, 1GB Ram, ATI Radeon X300 256MB Graphics, Windows XP Home SP2
Miguel Melo
18
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Joined: 8th Aug 2005
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Posted: 11th Feb 2007 19:33
I just tried GG+LiT shader and, while it does bring the lighness up to match 3DWS (thanks guys), shadows just stop working. Is this a known limitation?

I have vague plans for World Domination
XtwiggyX
17
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Joined: 17th Nov 2006
Location: Lincoln, UK
Posted: 12th Feb 2007 16:02
mmmm still learning so I wouldnt know on that one try asking Green Gandalf or Lost in Thought as they should know

AMD Athhon 64 1.99 GHz Prosessor, 1GB Ram, ATI Radeon X300 256MB Graphics, Windows XP Home SP2
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 13th Feb 2007 02:17
As far as I know you can't have more than one shader applied to an object in DBP. You would have to incorporate the shadow shader into this shader to make it work. I am still learning as well though.

Image All
18
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Joined: 30th Dec 2005
Location: Home
Posted: 13th Feb 2007 07:26
I figured the one-shader thing when I tried to apply bump mapping. It didn't even work without the lightmap shader though.

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