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DarkBASIC Discussion / Boxing Question_Game

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Gamedesign er20
18
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Joined: 30th Jun 2006
Location: The one place you would never look...
Posted: 5th Aug 2006 20:53
Hi
I'm making a boxing game (somewhat classified right now) and I want to make it pretty realistic despite the fact that i'm using classic and not pro, anyway i've heard of all sorts of programs people use to make better games, and theres alot (some I know what they do some I don't) the point is I just want to know wich ones I really need and which ones
i don't

Cocacola and Pepsi aren't that differnt. Deal with it.
Pincho Paxton
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Posted: 6th Aug 2006 01:18
Hard to say without knowing how you are going to make your boxing game. Just look at the list that has been posted of all game related tools. Then pick a 3D package, and a 2D package.

Latch
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Posted: 6th Aug 2006 12:30
Hello,

Like Pincho said, it's hard to say without any information about your game. "Realistic" can mean different things. If you are looking for image reflections, or shadow casting, those things aren't handled and rendered automatically in DBC. You would have to draw textures with the reflections on them already (if you're clever and a good artist, you can make some very believable illusions and this doesn't take much cpu power at all), or you would have to do some image captures while the game is running and redraw those captures as textures on your objects (very cpu intensive).

In terms of animation, I think skinned meshes, bones and armatures are out of the question. You can use structured articulated animation, basically moving several meshes that are attached as limbs.

My personal recommendations in general: MS paint, ZPaint, and believe it or not, MS powerpoint - for 2d graphics and textures. If you can figure out The Gimp, I recommend that highly.

For 3d I recommend Blender. I've been saying this a lot lately 'cause I've written a plugin for it that exports animations that will work with DBC - Blender is a professional grade open source 3d modeling and animation package.
I also recommend Deled 3d editor. I've used the lite addition and I find it quite easy to use (and it's free).

Enjoy your day.
Gamedesign er20
18
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Location: The one place you would never look...
Posted: 6th Aug 2006 19:11
Thanks This is pretty usefull
I'm curious though, you say you developed away to export animation from blender to DBC, i'm currently using Blender and would like to know more about the program you developed

Cocacola and Pepsi aren't that differnt. Deal with it.
Latch
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Joined: 23rd Jul 2006
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Posted: 7th Aug 2006 00:47
Hello Gamed'

Well, I took a stab at creating a python script for Blender that exports image textures, uv, materials, meshes, and Ipo curve animations to Direct x. I specifically designed it for DBC 'cause I couldn't find any export plugins for ANY free 3d programs that exported animations that worked with DBC. Since it exports a direct x file in ascii format, I suppose that x file could be used for any direct x app, but I haven't tried it in anything but DBC.

I put up a website where the script is hosted...http://blenderdbc.awardspace.com - the website may be a little long winded, so here's a brief description:

1. Create your objects in Blender including uv mapping, materials, etc.
2. decide which meshes will be the parent(s) and which will be the child(ren) and assign them in Object mode: Right click on the Child, then [Shift]+right click on the parent then press [CTRL]+p
3. DO NOT add any bones or armatures.
4. Goto animation and use Loc, Rot, and/or Size Ipo keys to animate your object(s)
5. Launch the export script (there's an option to scale the entire scene that will appear in the direct x file that will be created)
6. Save your .x file somewhere
7. Load your .x as an object in DBC
DONE!

A note: the internal textures that are packaged with Blender, don't export. If you create a really cool texture, you would have to save that as an image file, then load that file, uv map it, and add the file as an image texture in a material. Then it should export.

Let me know if you have any questions

Enjoy your day.
Gamedesign er20
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Joined: 30th Jun 2006
Location: The one place you would never look...
Posted: 7th Aug 2006 02:08
I do have two questions,

1. How come I can not use bones or armatures, Is it because of DarkBASIC can not import it or for another reason?

2.When I go onto your website and click download and then save as on the link and click launch when finshed I only open up my notepad with some sentences in it instead of actually being able to launch the exporter?

Cocacola and Pepsi aren't that differnt. Deal with it.
Latch
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Joined: 23rd Jul 2006
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Posted: 7th Aug 2006 06:06
Hello,

1. How come I can not use bones or armatures, Is it because of DarkBASIC can not import it or for another reason?

1st, Everything that I've read has indicated that DB Classic can't utilize bones or armatures. A bone isn't really a 3d bone, per se, but a tool to localize and move a set of points in a mesh. There is no real command to do this or to recognize a bone in DBC. I believe that type of animation can be achieved through memblock manipulation, but that would take some doing.
2nd, My script won't export bones or armatures for reason one above. I just didn't program it to do it.

2.When I go onto your website and click download and then save as on the link and click launch when finshed I only open up my notepad with some sentences in it instead of actually being able to launch the exporter?

I might have explained this part poorly on the website. The idea is to download and save the script somewhere on your computer as a Text file.
Either during the saving (downloading) process, or after the file is saved, you want to make sure you change the extension to .py This will identify it as Python source code file.

Next, you have to start Blender, make your meshes and all that.

Then, open Blender's Text Editor. To do this, there should be a little button in the lower left hand corner of the window that when you let the mouse pointer hover over it, it will read "Display Current Window Type..." - Click on this and you should see a list of buttons, one of them should be the text editor.

Once you have the Text Editor open, click on File > Openand use the directory dialog to find the script you downloaded earlier.

Once you open the script, you should see the program lines in the window (title, author, code, etc.). If you press [ALT]+p it will launch the script and the export GUI will appear.

http://blenderdbc.awardspace.com/docs.html#link2

Let me know if this helps

Enjoy your day.
Gamedesign er20
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Location: The one place you would never look...
Posted: 7th Aug 2006 20:16 Edited at: 7th Aug 2006 20:17
It does help alot, and I can now export my blender files, but I have one last question, what is with the scale size when you press Alt+P I'm not sure what I should do with it?

Cocacola and Pepsi aren't that differnt. Deal with it.
Latch
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Joined: 23rd Jul 2006
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Posted: 7th Aug 2006 23:52
Hi Game',

Whenever you create a 3d world, everything is going to have a size relative to everything else. This is the scale.

In Blender, the default cube has a unit size of x=1 y=1 z=1. If you make other objects that are about the same size, when you export them whatever unit size they have will be imported to DBC.

In your DBC world, your average object might have a unit size of 128. If you import the x file you created with Blender, you wouldn't be able to see the objects because their unit size is so much smaller than eveything else in your world. This is where scale comes in.

You could use the DBC command: SCALE OBJECT to change the scale relative to your 3d world, or you could use the Scale Sliders in the Blender Export Script to scale the objects ahead of time.

I recommend using the DBC command and leaving the scale sliders alone. If you change it in DBC, you'll see the results immediately and you won't have to keep creating a new file and testing it to see if it's the right size.

I put the scale sliders in because a couple people I talked to wanted to have that control - it can be a little tricky to use because Blender and DBC have their Z and Y axes switched.

Please read thoroughly through the Docs http://blenderdbc.awardspace.com/docs.html#link3
and the FAQs http://blenderdbc.awardspace.com/faq.html

Also feel free to ask about anything you don't understand.

Enjoy your day.
Gamedesign er20
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Posted: 8th Aug 2006 01:06 Edited at: 8th Aug 2006 01:06
Thanks for repling (probably should of just checked website though)

Cocacola and Pepsi aren't that differnt. Deal with it.
Latch
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Joined: 23rd Jul 2006
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Posted: 8th Aug 2006 02:04
No problem,

Everyone at one time or another just opens the box and tries to put the bicycle together while the instructions sit on the coffee table! It's more fun that way until you end up throwing the wrench across the room...

Enjoy your day.

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