To import the terrain itself, in Ted you export the model as a .x and then load it in your program - ensure your texture is in the same location as your object. As for the skybox and water, im not entirely sure if Ted does this.
You'd have to piece togeather your scene - load your terrain you made, make a 'plane' object youself - texture it / add a shader for water and create a box OR 6 planes(positioned to look like a cube) and texture them for the skybox(textured on the inside)
The DarkbasicPro code shouldnt change too much from the DarkGDK code, For the most part you just add 'db' infront of the darkBasic command to turn them into DarkGDK commands - as you might know.
Creating water
//create water
dbMakeObjectPlane(1, 1000, 1000);
dbPositionObject (1, 0, 0, 0);
dbXRotateObject (1, 90); //rotate the object flat - like water
dbLoadImage ("data\images\water.png", 1); //load water texture
dbTextureObject (1, 1); //texture object
example program of how to load water (texuted), simple skybox and terrain. I may note im in class, and this was hacked togeather, and not checked - i have little time. (the skybox axis's may be wrong - z axis may be x axis aha..)
while ( LoopGDK() )
{
dbPositionCamera(200,200,200);
dbPointCamera (0, 0, 0);
//create water
dbMakeObjectPlane(1, 100, 100);
dbPositionObject (1, 0, 0, 0);
dbXRotateObject (1, 90); //rotate the object flat - like water
dbLoadImage ("data\images\water.png", 1); //load water texture
dbTextureObject (1, 1); //texture object
//create skybox planes
dbMakeObjectPlane(2, 100, 100); //top
dbMakeObjectPlane(3, 100, 100); //bottom
dbPositionObject(2, 0, 50, 0);
dbPositionObject(3, 0, -50, 0);
dbXRotateObject (2, 90);
dbXRotateObject (3, 90);
dbLoadImage("data\images\sideTop.png", 2); //texture skybox sides
dbLoadImage("data\images\sideBottom.png", 3);
dbTextureObject(2, 2);
dbTextureObject(3, 3);
dbMakeObjectPlane(4, 100, 100); //left
dbMakeObjectPlane(5, 100, 100); //right
dbPositionObject(4, -50, 0, 0);
dbPositionObject(5, 50, 0, 0);
dbYRotateObject (4, 90);
dbYRotateObject (5, 90);
//load textures here....
dbMakeObjectPlane(6, 100, 100); //front
dbMakeObjectPlane(7, 100, 100); //back
dbPositionObject(6, 0, 0, -50);
dbPositionObject(7, 0, 0, 50);
//load textures here....
//load terrain
dbLoadObject ("data\object.x", 10);
dbPositionObject(10, 0, 0, 0);
//i believe the texture will be automaticly loaded by the object (I THINK)
dbSync();
}
