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DarkBASIC Professional Discussion / multiple textures.

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DRYAD
22
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Joined: 20th Dec 2002
Location: Greece
Posted: 21st Jan 2003 10:25
Hello.
I create an object. a simple terrain.
then i create some textures in photoshop in bmp format.
then i open 3dstudio max and i loaded the terrain object.
then i selected a few faces from the terrain and i put one texture>then i selected some other faces from the same object and i put another texture> then i export it in 3ds format and in x format.
when i load 3ds format it displays only the first texture> and when i load the x file it loads no texture at all. any suggestion of how to load object in db pro with multiple textures?
thanks in advance
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 21st Jan 2003 18:40
you have to cut each textured section into seperate mesh because DarkBasic Pro only supports a single UV & Texture set per mesh

or you could write your own format exporter and load using memblocks (^_^)

Anata aru kowagaru no watashi!
Dreamora
22
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Joined: 20th Sep 2002
Location: Switzerland
Posted: 22nd Jan 2003 07:27
what you think about: Put both textures in the same bmp and loading this one? (same way as most of the BSPs worked, i saw till now)

DRYAD
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Location: Greece
Posted: 22nd Jan 2003 10:32
hmm. That means that either bsp's support multiple textures?
((

Shadow Robert
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Location: Hertfordshire, England
Posted: 22nd Jan 2003 20:22
yeah... well technically you can't actually render multiple textures without a pipeline - because on the first pass you'd do the first texture, on the second you do the blended "shader" textures.

but the best hack and probably the quicked way to get around this is simple to combine the textures prior to putting them on the model.

the results are identical - just means you have to hard code alot more than doing a second pass

i'm not sure to BSP's supporting multitextures persay - but i remember being told that the lightmaps worked fine so i'm guessing they do.
Just probably not shaders ... guess the onlyway to find out is to try it with premade BSP's (like quake3's, quake2's & half-life's)

Anata aru kowagaru no watashi!
Dreamora
22
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Joined: 20th Sep 2002
Location: Switzerland
Posted: 30th Jan 2003 02:12
Wait for DBO format, this one will support multi texturing.

bsp never supportet multitexturung i think because this would kill all hardware ... spline + multitexture + lightmap = dead

DRYAD
22
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Location: Greece
Posted: 30th Jan 2003 07:39
when this dbo format will be released????
i am looking forward))

MrTAToad
22
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 30th Jan 2003 12:04
So DBO will support multi-textured polygons then ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 30th Jan 2003 12:21
not sure ... MD2 does - and you have to use the Skin Vertex to plot the real vertex and make the duplicates and then split them into limb sections, a great big headache
even more so is that you have to add support incase it is used but standard Quake2 models don't use it.

gives me that "kinda wasting my time" feeling

Anata aru kowagaru no watashi!
MrTAToad
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Location: United Kingdom
Posted: 30th Jan 2003 13:36
It possibly means I wont be able to use some converted Lightwave graphics (buildings & things)

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 30th Jan 2003 16:06
just select by texture map group and cut into a subobject
i mean no biggie, just annoying lol

Anata aru kowagaru no watashi!
MrTAToad
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 30th Jan 2003 16:47
Unfortunately its not easy seperating the polygons and textures in Cinema 4D, and I dont wont to list the 500+ subsections to recreate them.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 30th Jan 2003 17:05
yeah... kinda why i veared well aways from Cinema4D, Simply3D and thier akin - they're just not development packages, you'd be much more suited with something like Milkshape in your corner

Anata aru kowagaru no watashi!
MrTAToad
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 30th Jan 2003 17:36
It'll be handy if Milkshape can stick all the textures in one file when exporting...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Rob K
Retired Moderator
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 30th Jan 2003 18:07
"i'm not sure to BSP's supporting multitextures persay"

They do - hence the BSP multitexturing command in DBP.

NOBODY has a forum name as stupid as Darth Shader. I do.
Shadow Robert
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Location: Hertfordshire, England
Posted: 30th Jan 2003 19:34
yes but what FORM of multi-texturing?
there are many people call it by ... which makes it hard and confusing to know what is ACTUALLY supported and what isn't.
Or what the user is actually looking for.

Milkshape won't export as a single texture - however you can cut each textured section up into a seperate limb very very easily - or remap as a single texture.
Milkshape retains all the texture data in bitmap and jpg formats ... so no need to load when you load the format.

Anata aru kowagaru no watashi!
MrTAToad
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Location: United Kingdom
Posted: 30th Jan 2003 22:31
Seems Milkshape is too unreliable for converting multi-textures - shame...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
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Location: Hertfordshire, England
Posted: 31st Jan 2003 01:14
what do you mean?

Anata aru kowagaru no watashi!
MrTAToad
22
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Location: United Kingdom
Posted: 31st Jan 2003 01:24
Keeps crashing - knew there was a reason I don't use it...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 31st Jan 2003 01:34
1.5.1 and 1.5.2 crash due to bugs ... 1.5.6 works perfectly - if it doesn't let me know you graphics card specs and i'll see what i can do about it? also pass the problem onto Mete in the morning

Anata aru kowagaru no watashi!
MrTAToad
22
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Location: United Kingdom
Posted: 31st Jan 2003 01:38
I've tried it on a XP TNT2 machine

It seemed to crash on various .X (I think) exporters and the DirectX Mesh modeller option...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
MrTAToad
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 31st Jan 2003 01:42
If your interested, the models I'm trying to get 'working' are the buildings at http://www.axeman3d.co.uk/buildings.htm

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
MrTAToad
22
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 31st Jan 2003 01:43
http://www.axeman3d.co.uk/buildings.htm

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
MrTAToad
22
Years of Service
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 31st Jan 2003 01:43
Wonder why thats not working...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!

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