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Work in Progress / DB Level Studio - indoor levels made easy!

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David T
Retired Moderator
21
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Joined: 27th Aug 2002
Location: England
Posted: 14th Nov 2002 23:30
For more info please visit official 9-page long RGT topic:
http://www.realgametools.net/forums/index.php?board=5;action=display;threadid=9032;start=45

-----------------------------------------

The DarkBasic Level Studio v1.0

Download it here - 4.51MB

TO INSTALL:

Unzip zip file to directory. Run "Run.exe" which will create a config file and then click "Run DB Level Studio". Please note: every time you change the program's directory please re-run Run.exe. It is recommended to run this every time.

Issues / Bugs:
- None as yet, a first for my programs! (Please note: there may be hardware conflicts, with certains things not working properly. There are beyond my control)

Customisation:
You can use your own textures by dragging them into the /tex diectory. only the first 9 found will be used. Having less than 9 in the tex folder will cause some problems.

To change the ceiling / floor textures change ceiling.bmp and floor.bmp.

Using in your own games:
You can use DBLS levels in your own games. An SDK will follow shortly containing a demo project and all code needed. If you can't wait, then head off to the topic link below and follow the story of the DBv1 testing, which includes the loader code.

http://www.realgametools.net/forums/index.php?board=5;action=display;threadid=9032;start=90

Controls:

LMB - Place wall
RMB - Change type of existing wall (to door / pillar, etc.)

Both MB's - Delete
F1 - 9 change current texture

Left shift - Place camera start
Left Control - Place light

Colours used:

Red - wall
Green (Right-click once on normal wall) - Door (will have to be coded into your own games)
Light Blue (Right-click twice on normal wall) - Pillar
Dark Blue - Light
Yellow - Camera start point

-----------------------------------------------------------

Screen:
I love Star Trek.
Especially the Episodes with Starships in.
David T
Retired Moderator
21
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Joined: 27th Aug 2002
Location: England
Posted: 14th Nov 2002 23:31
Argh! Oh dear. I meant to post this in the other board. Oh well.

I love Star Trek.
Especially the Episodes with Starships in.
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 14th Nov 2002 23:42
hehee downloading now

Anata aru kowagaru no watashi!
Mr_Insane
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Location: United States
Posted: 16th Nov 2002 08:02
Is it like making your own wolfenstien type games?
david
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Joined: 31st Oct 2002
Location: - Please Select -
Posted: 16th Nov 2002 13:45
I am trying to make my own level editor a bit like this. How did you do the walls - eg. if you have along straight wall is it made of one 3d object or lots of blocks (one for each grid square on the designer)?
I have made mine with lots of blocks - one for each grid square on the designer screen - and the collision doesn't work, as there are tiny gaps in between each block. The camera will just go straight through these miniscule gaps.
(see my level editor post in the DarkBasic Pro forum).
David T
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Posted: 16th Nov 2002 16:50
1) Yes, it's Wolfensteiny.

2) Yes, it's just a lot of blocks. I have no problem with miniscule gaps, as they are all positioned uniformly. I'll have a look at that post.

I love Star Trek.
Especially the Episodes with Starships in.
simonuk74
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Posted: 16th Nov 2002 22:21
Hmm lots of blocks....
big levels, wont that cause a problem ?

I`m downloading it anyway, see how well it runs.

I`m halfway through making an editor for my game, which is a 3D top-down view, but with the option to go FPS at user choice.

The game works on, for a long wall, placing 1 object for that wall.
Couldn`t you re-code to work out if there is more than one block in a line, replace them, with one block, maybe at the end of creation, a `Compile Level` button or something?

I have NO collision as such, but what I did works fine!
a MASSIVE array, well a few actually. The arrays were the map, ( dim MAP(mapsizeX,mapsizeY) ). the code enetered ur position in the array, and checked the values of array, for what is in front of you, wether it be wall/door/stairs/lift/hole/obstacle.
Works with NO LOSS OF FRAMERATE, and I know this could be used for ALL similar games.

Can I ask, how your editor stores levels, mine was stored in about 4 arrays, for walls , doors, items, so on..

simon

Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Nov 2002 08:35
ya know what this needs 89?
UV Portaliser (^_^) i think they'd work quite well together, Certianly give a complete Semi-BSP feel to worlds.

Anata aru kowagaru no watashi!
David T
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Location: England
Posted: 17th Nov 2002 21:48
Well, for a high-poly level DBP gives just over 200 fps on my rubbsih system, so I wouldn't discount that approach yet!

And will that be UW's portal compiler? It could be hard integrating BB with DB, but it would be one step closer to peace between the communities

I love Star Trek.
Especially the Episodes with Starships in.
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 18th Nov 2002 03:35
hahaa ... written in BB2D - was created for DB Std
Works on several systems i think, but definatly works within DB Std

DBpro is quite fast for rendering worlds - but this is useable for people using original DB right?
Would be a shame to lock them outta something just because they can't or don't wish to upgrade
The fps is good for now, but just wait when levels get quite complex - adding of less Wolf3D Enclosed worlds and entities, etc...

Worth checking out atleast

Anata aru kowagaru no watashi!
David T
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Posted: 22nd Nov 2002 20:19
With the original DB a high-ish poly level did get 25fps.

I love Star Trek.
Especially the Episodes with Starships in.
QuothTheRaven
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Location: United States
Posted: 23rd Nov 2002 04:17
my only gripe is that I get rougly the same fps (usually around 90) with a game of similair quality, but mine has lots of collision code running every loop and a buncha if thens...is that code just placing the camera and syncing inside a loop, or can you move around?
David T
Retired Moderator
21
Years of Service
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Joined: 27th Aug 2002
Location: England
Posted: 23rd Nov 2002 13:39
You can move the camera and it includes a lot of collision code. Without that I bet about 400fps+ in DBP.

I love Star Trek.
Especially the Episodes with Starships in.

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