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FPSC Classic Models and Media / FPSC models in DarkBASIC Professional

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BatVink
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21
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 29th Nov 2007 21:39
I'm hoping somebody here can answer this one for me.

I quite like the look of the Egyptian scenery, and one or two other model packs. But I'm a DB Pro coder. Does anyone know how easy it is to port these packs into a DBP world? I'm sure the "accessories" (crates etc) are simple enough, but I'm not sure how the walls etc would translate.

Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 29th Nov 2007 21:41
I think there was some code with Dark AI that allowed you to load an FPM map file from FPS Creator.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
KeithC
Senior Moderator
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Joined: 27th Oct 2005
Location: Michigan
Posted: 29th Nov 2007 21:49
Check some of the past Newsletters, Steve (the Rich Era); I think there was a tutorial on doing it.

-Keith

Butter fingers
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Joined: 20th Mar 2006
Location: Mecca
Posted: 29th Nov 2007 22:34 Edited at: 29th Nov 2007 22:35
Quote: "I think there was some code with Dark AI that allowed you to load an FPM map file from FPS Creator."

That will work, but the DBO tends to be very large, and because it will be imported as one large, multitextured map, you won't be able to use shaders.

It works though.

It would basically mean that for all your static entities, you could use FPSC as your level editor, but your dynamic entities would have to be placed in DB.

Ice Cube
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Joined: 21st Apr 2007
Location: United Kingdom
Posted: 29th Nov 2007 23:00
Quote: "It would basically mean that for all your static entities, you could use FPSC as your level editor, but your dynamic entities would have to be placed in DB."

Sorry for the off topic, but @Butters, do you know if the same rules apply to Dark GDK?

BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 30th Nov 2007 11:02 Edited at: 30th Nov 2007 11:04
Quote: "Check some of the past Newsletters, Steve (the Rich Era); I think there was a tutorial on doing it"


I wrote it That was about loading an entire universe file though.

Sorry, I was a bit vague. I don't want FPSC maps, or to use it as an editor. I just wondered if the walls, textures etc were in an easily transferrable format. That is, I can just LOAD OBJECT on a segment model (dbo?), and it will pick up it's textures from the same folder that the model is in for example.

I went for it anyway. Model Packs 3,8,13,14,15, and 16 are now awaiting download.

Inspire
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 30th Nov 2007 17:35
I don't know.

If the model and the texture are in the same folder, I think it'll work, but otherwise, you'll have to load everything separately. For most TGC model packs, the model and texture are separated into the meshbank and the texturebank, but for some model packs (model pack 3, for example), some of the models and textures are in the same folder.

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