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DarkBASIC Discussion / i trie and load h-iraq-idle.3ds but it dont come up

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steve c
21
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Joined: 30th Jan 2004
Location: united kingdom
Posted: 21st Feb 2004 23:33
i tried to load h-iraq-idle.3ds but it dont come up unless i put lock object on 1 and whenever i trie to play music it doesent work

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*.-steve-.**.-slipknot rule-.*
*=========**=================*
Phaelax
DBPro Master
22
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Joined: 16th Apr 2003
Location: Metropia
Posted: 22nd Feb 2004 13:41
if thats a model from darkmatter, chances are the model's size is very small. use "scale object" to make the object bigger. like scale object 1, 5000,5000,5000 then you should definately see something if it's actually loading correctly.

"eureka" - Archimedes
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 22nd Feb 2004 16:32 Edited at: 22nd Feb 2004 16:34
you didn`t show any code so we can`t see what you ar trying to do, but this loads and displays the model just fine.

load object "C:\Program Files\Dark Basic Software\Dark Basic Professional\Models\DBPeople\Iraq\L-Iraq-Idle.x",1
loop object 1
set object speed 1,1
position object 1,0,-1,0
do
turn object left 1,0.01
loop

pro seems to have some problems with the 3ds models so I used the .x model, hope thats some help, cheers.

Mentor.

1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, ATI radeon 9800 pro gfx, 6 way surround sound, 2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster, ups.
steve c
21
Years of Service
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Joined: 30th Jan 2004
Location: united kingdom
Posted: 1st Mar 2004 23:41
thanks it was my fault (dont ask) but can somone give me some code that loads it and puts it on the matrix all the ones i try go wrong

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*.-steve-.**.-slipknot rule-.*
*=========**=================*
steve c
21
Years of Service
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Joined: 30th Jan 2004
Location: united kingdom
Posted: 6th Mar 2004 15:07 Edited at: 6th Mar 2004 17:43
pls can somone i just need the code for putting it on the matrix and making it stay there i trie and it dont work i know mentor already gave me it but it dont stand on the matrix i know i should learn myself but i really need this code because when i do it he just ends up half way in the floor or dissapeared underneath

*=========**=================*
*.-steve-.**.-slipknot rule-.*
*=========**=================*
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 6th Mar 2004 22:32 Edited at: 6th Mar 2004 22:52
use POSITION OBJECT to move the soldier up a bit, all that is happening is that the position is dictated by the "middle" of the object, so if he is embedded in the floor thenm you know that the middle of the soldier is halfway up the model, so just move him up some by adding half of his height to the verticle position, for example if the soldier is model 1 and he is 5 units tall then do this

position object 1,0,2.5,0

and he will be at ground level, if you want him to follow an undulating matrix then use get ground height to get the height of the ground at his current position and then add the height to the offset that places him at ground level...eg

position object 1,0,(get ground height(matrix,xpos,zpos))+2.5,0

remember that the 2.5 in the examples may have to be larger or smaller depending on what value you need to position the object correctly, or you can use the position matrix command to move the matrix down some to position the object on the matrix, but moving the model is more intuitive than moving the world, cheers.

[EDIT] all of the above doesn`t apply in this case, the model was moved down one unit in my example to position him in the center of the camera veiw, just remove the position object command with the -1 in it and he will appear at the correct height.
Mentor.

PC1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, ATI radeon 9800 pro gfx, 6 way surround sound, PC2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster, ups.
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22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 6th Mar 2004 22:50
heres an example, notice what happens when the camera gets to close to the model (steer using the arrow keys)



cheers.

Mentor.

PC1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, ATI radeon 9800 pro gfx, 6 way surround sound, PC2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster, ups.

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