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DarkBASIC Discussion / After exporting a 3ds. model from anim8or, I load the model on DarkBasic and the colors are all wrong!

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ADGamer
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Posted: 31st Jul 2005 18:28 Edited at: 1st Jul 2009 08:37
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NanoBrain
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Posted: 31st Jul 2005 20:56
Mantis Games,

Are you texturing the model with the texture you used in Anim8or, once you have loaded it into DarkBasic? If not, this would be your problem. Elsewise, I am not sure.


+NanoBrain+
greg man
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Posted: 31st Jul 2005 21:26 Edited at: 31st Jul 2005 21:28
I think this may be because when you colour an object in anim8or it doesn't create a texture file to go with the model so other 3d file formats may not support the colouring. the best way to get around this, as nano brain said, is to either make a .bmp file that is just a plain colour and texture the object with it or for more complex colour patterns, download or buy a uv mapping program and draw the texture before texturing the model on anim8or. that is how i make textured models in anim8or.
Hope i helped

[edit] you need to also make sure you copy the texture file into the same folder that you have the .x model in and it should automatically texture the object in db when you load the model.
ADGamer
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Posted: 1st Aug 2005 00:20 Edited at: 1st Jul 2009 08:37
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greg man
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Posted: 1st Aug 2005 13:20
i didn't know it was possible to load .3ds models in dbc but anyway, what i meant is that you can get some free uv mapping software like uvmapper and unwrap the model in that (i think uvmapper needs .obj models first but you can make these in anim8or). This gives you what is basically a map of all the models faces spread flat. then you can export the uv map along with the model as a .obj and also export the uv map as a .bmp file. open your paint program and load the .bmp uvmap. then you can simply colour the faces as you want them (just don't move the face lines around) and save the bmp. Then load up anim8or, load the .obj model that you saved in uvmapper and texture it with the bitmap. then export to .3ds as usual.

you can use any uvmapper i think but uvmapper is just one that i happened to use once.

Does that answer your question or am i misunderstanding it again?
ADGamer
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Posted: 1st Aug 2005 20:10 Edited at: 1st Jul 2009 08:37
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blanky
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Posted: 1st Aug 2005 20:21
With 3DS files, sometimes DBC loads colours perfectly and (normally for me) sometimes not at all.

If DBC thinks your 3DS object has got more than one Limb, try individually colouring the limbs and see if it gives the desired effect.

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master programmer
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Posted: 2nd Aug 2005 03:47
I think it might be that the Anim8or uses a different type of coloring than DarkBASIC. DarkBASIC uses rgb (red value, green value, blue value), while Animat8or might use some code to use, like HTML, or something. Check the colors you add, and, if possible, when you load them in DarkBASIC, just retexture/recolor the limbs that make up the object.

I use MilkShape3D for my models, so I don't have this problem, you may want to look into that. I don't know the site off the top of my head, its probably www.milkshape3d.com, but I'm not sure. Go to Google and search for it.

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blanky
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Posted: 3rd Aug 2005 16:46
...

Have you even read the 3DS specification?! RGB is all you get.

Also, 'HTML' *IS* RGB, only using the hexadecimal number system rather than decimal - so 255 is FF, etc.

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master programmer
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Posted: 3rd Aug 2005 23:48
I didn't specifically mean HTML, just a type of code that uses a different coloring system than RGB, and, who knows, that might be the problem. And you don't know that for a fact, there might be another coloring system.

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dab
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Posted: 4th Aug 2005 04:07
well, I just used anim8or and the color object thing in it. The colors are fine. Exactly the way I wanted them. The only problem I'm having is exporting the animation from it to a .x file or something dbc can read animations from.

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greg man
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Posted: 4th Aug 2005 22:31
I could be wrong but i don't think you can export anim8or animations to .x because they use bone based animation and i don't think dbc supports bone based animation. I'm sure someone will tell me if i'm wrong but i never found a way of exporting the animations.
(maybe its just cos i usually only use one object and skin it instead of one object to each bone?)
blanky
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Posted: 5th Aug 2005 00:32 Edited at: 5th Aug 2005 00:35
Quote: "...and, who knows, that might be the problem. And you don't know that for a fact, there might be another coloring system."

(COL_UNK actually, but it hasn't actually been used in any 3DS files so far. Give me a 3DS file from the anim8or exporter, and I will be happy to sift through it with a hex editor, to prove the complete lack of COL_UNK.)


(Sorry to everyone else, but how the colours are stored could actually help prove whether it's anim8or's fault or DBC's fault the colours aren't working.)

Three colour types used in 3DS files - COL_RGB, COL_TRU, COL_UNK.
No traces of COL_UNK have been found in any files exported by programs, so that *has* to be swept of the list.
(Note: The 3DS documentation article I looked up had references to a 3DS file loader written in C++.)

http://www.wotsit.org << Data source: The Wotsit File Format database, search for '3DS' and look in the second reference file, '3D Studio File Format v0.93 (RTF) [Martin van Velsen/Robin Fercoq/Jim Pitts]'.

COL_RGB is (obviously) the RGB colour type, and COL_TRU is a 'true colour', 24-bit number that can be split into normal Char (8-bit) R,G,B.

Excerpt of code showing that ReadRGBColor() is used to read COL_RGB chunks, and that ReadTrueColor() is used to read COL_TRU chunks:


ReadRGBColor() code:


ReadTrueColor() code:


(If you need any help translating the C++ excerpts ('PrintF' syntax, etc.), I can help.)

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ADGamer
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Posted: 8th Aug 2005 22:42 Edited at: 1st Jul 2009 08:37
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Sven B
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Posted: 9th Aug 2005 12:31
In anim8or, you can color each face into a different color, but DBC doesn't support this. Convert the 3ds to a X and everything will be fine.

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