"Load effect" - here you have used the file name "roombump.dbo". This is an object file, you need an effect file - the file extension(letters after the ".") needs to be ".fx" not ".dbo". At the end of the line there are 2 values, ",1,1". The first is the effect number, the second is a texture flag. If the texture flag is "0" then you need to load and apply the textures manually in DBP(ie use commands "load texture" and "texture object") - each texture used in an effect must be loaded and applied in this manner. Your code only loads 1 texture, effects generally require more than one texture. If the texture flag is set to "1", then the textures are loaded automatically but only if the texture files are listed in the ".fx" file.
In Dark Shader, you can export what you have created as a dbpro project : File>Export>Export all, create a new folder and select ok. There are some issues with the products export all feature as they don`t always turn out correct, but for those that don`t turn out right its usually just a simple case of making an alteration to the DBP code.
I think it would be more beneficial to you if you were to examine a simple DBP shader projects code
and media that definately works, to see for yourelf how these things work. To create and export a project that will work in DBP from Dark Shader, do the following;
Open DS, create a primitive cube object.
Select and apply the blend shader.
Select and apply any two textures from the color maps options.
Export the current scene as a DBP project : File>Export>Export all
Open the DBP project in DBP, compile and run.
You should see a cube with 2 textures blended on it with a plain blue background - you will only see one side of the cube as additional code is required to position the camera and rotate the cube.
Between the lines
you should put
position camera camera position x(),camera position y()+50,camera position z()
point camera 0,0,0
and between the lines
you should put