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DarkBASIC Discussion / SkySpheres. Excellent... but how do you use them?

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Deidara Akatsuki
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Posted: 5th May 2009 04:46
Okay. i have DarkMatter 1, and i'm trying to get the Skyspheres to work. there is no problem in loading it (meaning i dont get an error) but i cant see it no matter how big i make it or where i position it. any help would be greatly appreciated.
That1Smart Guy
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Posted: 5th May 2009 15:49
u need to change the cull of the sphere, its a setting in set object that affects whether or not you can see an object from WITHIN it

i forget the syntax for it or id tell u

There are only 10 kinds of people in the world, those who understand binary and those who dont
Link102
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Posted: 5th May 2009 18:39
Quote: "SET OBJECT
This command sets the internal properties of a specified 3D object number. You must specify a 3D Object Number between 1 and 65535. When the wireframe flag is set to 0, the object only shows it's wireframe form. When the transparency flag is set to 0, all parts of the object colored black are not drawn to the screen. When the cull flag is set to 0, the object will draw polygons normally hidden due to the direction the polygon faces. The Filter Flag activates and deactivates texture filtering, which controls the smoothing effect of the texture as it is mapped to the object. The Light Flag activates and deactivates the objects sensitivity to any lights in the scene. The Fog Flag activates and deactivates the objects sensitivity to fog in the scene. The Ambient Flag activates and deactivates the objects sensitivity to ambient light in the scene. The object number and flag values should be specified using integer values.

SYNTAX
SET OBJECT Object Number, Wireframe, Transparency, Cull
SET OBJECT Object Number, Wireframe, Transparency, Cull, Filter
SET OBJECT Object Number, Wireframe, Transparency, Cull, Filter, Light
SET OBJECT Object Number, Wireframe, Transparency, Cull, Filter, Light, Fog
SET OBJECT Object Number, Wireframe, Transparency, Cull, Filter, Light, Fog, Ambient
"


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Ron Erickson
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Posted: 5th May 2009 18:46
Also make sure the size of the sky sphere is within the far range of your camera.

Ron


a.k.a WOLF!
pictionaryjr
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Posted: 5th May 2009 23:33 Edited at: 5th May 2009 23:35
You have to set the object to be visible with a texture even when your inside of it with the code

Set Object Obj#,1,0,0

Try this code:

Just change where it says "your image" to your picture file

[b]
Latch
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Posted: 6th May 2009 01:08
@Deidara Akatsuki

Another alternative is to reverse the normals of the sphere you use for the sky dome:

make object sphere 1,-1000

Now the sphere will appear inside out and you will see the textures from the inside.

Enjoy your day.
Deidara Akatsuki
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Posted: 6th May 2009 02:27
Okay, Thanks. I got it working. Oh, BTW is there a way to keep fog low to the ground?
Latch
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Posted: 6th May 2009 09:28
Fog isn't really a "thing". It's a lighting effect so it's pretty much cast where the camera is looking.

You could fake a ground fog with textured ghosted planes overlapping each other and slowly scrolling the textures.

Use arrow keys to move and mouse to steer



Enjoy your day.
Deidara Akatsuki
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Posted: 7th May 2009 03:15
Okay, thanks Latch, that effect was exactly what i was looking for. i appreciate it.
Latch
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Posted: 8th May 2009 01:34
For some reason, however, this effect is a bit expensive. You may try reducing the numberof plains and/or change some options in your setup.ini file that should live in the same folder as the DB.exe .

The setting to change is

blitflipmode=0

Enjoy your day.
pictionaryjr
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Posted: 8th May 2009 04:21
That's a very useful tip latch I'm going to try to use it some time.
Robert The Robot
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Posted: 8th May 2009 18:10
@Latch
I though you had to have "blitflipmode=1" in the Setup.ini file to increase the screen refresh rate above 60fps and/or remove 100% CPU usage. Or does blitflipmode have another use that I never picked up on?

@Deidara Akatsuki & pictionaryjr
Just a reminder, in case you don't know already - if you do start modifying your Setup.ini filen then make sure that when you build your final exe for distribution, you include a copy of the Setup.ini file in the same folder as your exe. Otherwise, your new settings will have no effect!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Latch
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Posted: 8th May 2009 18:40
Ooops, I forgot XP and above may not behave the same way as 98 with FPS and such and am used to switching blitflipmode as necessary.

As a general rule, when using just 2d or combining 2d + 3d, blitflipmode=1 should be applied otherwise you may get screen flashing with text and 2d drawing, or any 2d overlapping on 3d objects. blitflipmode=0 should be applied in complete 3d environments where 2d is not used or used at a minimum - this will actually increase 3d performance.

However, as outlined in Getting Started with DBC there may be exceptions and FPS limitations that can only be overcome by leaving blitflipmode=1 in Windows operating systems > windows 2000 .

So, read through the thread, try it out, and see if you should just leave blitflipmode at 1.

Hmmmmm... Thinking about it now, I guess that could mean that if I compile a DBC app and change the settings in a setup.ini file that's ideal on my computer and distribute that, then there's no guarantee that it'll behave the same on another computer.

Enjoy your day.
TheComet
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Posted: 9th May 2009 00:41
The sky sphere doesn't need to be reversed. It is just too big and out of range. I always use set camera range 1,1000000, or scale down the sphere.

TheComet

Peachy, and the Chaos of the Gems

Caleb1994
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Posted: 9th May 2009 03:35
i think he's using a texture and making a sphere and texturing it so he would need to reverse it

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