Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Discussion / Hill PACK 3 - FREEWARE ONCE MORE !

Author
Message
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 27th Mar 2006 20:37
I`m releasing my Hill pack 3 - Professional low-polygon hills for your games.

Firstly a note : I tried to solve all climbing collision problem, and i`m proud to say that it works much better then in other packs, BUT i`m working hardly on my commercial model pack, so please don`t mail me with problems either download problems (why i`m posting it HERE now) or etc. I HAVE A SECTION IN MY FORUMS, support section for downloading problems and so, so please post all your problems there.

Quote: "Good News :Freeware pack 3 is released as free for bought freeware and commercial games ! "




This pack contains best, by my appinion hills i ever made (i mean in hill packs, not in 3d modeling..)

If you are using/planning to use this hills in a game of yours, please mention it here just so that i know if anyone is using my packs, i mean if i`m making them for a purpoise..

Well, good luck with your games, and hope you`ll have fun making games with hills !


Quote: "Bad news: By comments suggested, it seems that tree pack 3 is not going to follow, sorry."



Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 27th Mar 2006 20:39
I forgot to upload

Sorry, here i`m uploading it in this post.


Attachments

Login to view attachments
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 27th Mar 2006 20:41
Wrong board, GOSH ..
Mods please lock this thread.

I`m really sorry, but i`m going to post this in fpsc media now, becouse it belongs there, so please lock it, thanks, and sorry for the inconvinience.


Chris Franklin
19
Years of Service
User Offline
Joined: 2nd Aug 2005
Location: UK
Posted: 27th Mar 2006 20:46
Mods can move threads

Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 27th Mar 2006 20:51
Ups.. i forgot(didnt knew..)

how i am.


Silvester
19
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 27th Mar 2006 21:27
AND .X files can be used in DB too you know

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 27th Mar 2006 21:33
Yeap, i know ofcourse, BUT this is arranged for fpsc, and picture is for fpsc, and pack is meanth for fpsc .. In db you can use matrix commands anyways..


Silvester
19
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 27th Mar 2006 21:52


oh yeah!

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Chris Franklin
19
Years of Service
User Offline
Joined: 2nd Aug 2005
Location: UK
Posted: 29th Mar 2006 21:12
matrixs are so sloooooooooooooow

Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 29th Mar 2006 21:13
Matrix is a 3d object contained of vertices, i mean it is SAME as 3d model, only difference is that it gives you abillity to change vertice `s position.


Uncle Sam
19
Years of Service
User Offline
Joined: 23rd Jul 2005
Location: West Coast, USA
Posted: 29th Mar 2006 22:23 Edited at: 29th Mar 2006 22:26
It is different from a 3D object Dodic. Each secter is textured with a whole image, meaning 2500 sectors with textures on a 50x50 matrix. And just the ability to adjust the vertices in the game means that the program has to store all of the data for the matrix and each of it's secters in memory. Loading time is also probably longer, because it has to adjust to the vertices to make hills in the game, and a 3D model is already formed.

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 29th Mar 2006 22:35
Quote: "because it has to adjust to the vertices to make hills in the game, and a 3D model is already formed.
"


Ehm.. Well for start, it HAS TO READ ALL VERTICE DATA TO SHOW A MODEL IN ITS FORM, texturing, tilling =uv map of a model, and also it has to save all data of each vertice (uv map) to SHOW THE MODEL TEXTURED CORRECTLY, and adjust vertices to make hill ? It can maby increase the loading time a bit, that is all. You understand in order for Dark Basic to show an object, it doesnt just "loads it" simply as command, it loads ALL VERTICE DATA, TEXTURE DATA into the memory.


Chris Franklin
19
Years of Service
User Offline
Joined: 2nd Aug 2005
Location: UK
Posted: 29th Mar 2006 22:51
@dodic
Mind if i try these in dbp?

Also yes it does load uv map stuff e.t.c into the memory BUT models still work absolutely fine and load faster i never use matrixs far far to slow

Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 29th Mar 2006 22:58 Edited at: 29th Mar 2006 23:04
I dont really understand why it should be any slower..
But i guess everything isn`t that clear..

I dont use matrix either, but thats only becouse its easier for me to get the terrain look how it should in a 3d modeling program, then in matrix editing programs for db, or heightmap generators, etc.

P.S.
Quote: "Mind if i try these in dbp?"
Ofcourse not.


Uncle Sam
19
Years of Service
User Offline
Joined: 23rd Jul 2005
Location: West Coast, USA
Posted: 1st Apr 2006 08:34 Edited at: 1st Apr 2006 09:11
Dodic, a 200 poly matrix runs at an fps of, 1631, and 18 cubes (that equals 216 polys) runs at 1731 frames per second? And the cubes are all separate object, which slows the game down more, but still runs smoother than a matrix! Try out this code:

matrix:



cubes:



Satisfied?

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 1st Apr 2006 14:58
Yeah, ok, so DBC`s matrix command was done bad..


Uncle Sam
19
Years of Service
User Offline
Joined: 23rd Jul 2005
Location: West Coast, USA
Posted: 1st Apr 2006 21:17 Edited at: 1st Apr 2006 21:22
No, this was run for me in DBPro.

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
Dodic
19
Years of Service
User Offline
Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 1st Apr 2006 21:18
Ok, so DBP as well, are you trying me say i dont like their product(s) here ?


Uncle Sam
19
Years of Service
User Offline
Joined: 23rd Jul 2005
Location: West Coast, USA
Posted: 1st Apr 2006 21:24
No. I'm just saying that it's not a problem with DB or DBPro, it's simply that matrices run slower than 3D models. For example, using advanced terrain, I have had up to 30000 polys in one scene, running smoothly. I'd hate to see what it would be like with a matrix.

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
Phaelax
DBPro Master
22
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 2nd Apr 2006 09:37
A matrix isn't treated internally in DB in the same way as an object is, and thats where the slow down is. The advance terrain, however, is an object, hence why it runs so much faster.


Login to post a reply

Server time is: 2025-05-23 18:44:29
Your offset time is: 2025-05-23 18:44:29