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DarkBASIC Discussion / Textures in DBC

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Iago
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Posted: 31st Jul 2004 06:36
Whenever I put a DirectX model (.x) into DB, instead of showiung the assigned textures (which I put on in 3D Studio Max), it seems as though the average colour of the texture is taken and applied as a flat colour to the object, i.e. a wood texture just appears a blank brown.

Can someone please help me with showing the assigned texture?
Turoid
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Posted: 31st Jul 2004 07:31
looks like that the texture isn't in the same directory as the exported .x model, be sure that the texture(s) and the .x model are in the same directory.

syntax error??? it isn't an error, it is a feature

Iago
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Posted: 31st Jul 2004 10:50
I just checked, and the .x model is in the same directory as the texture JPEGs.
Night Giant
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Posted: 31st Jul 2004 12:28
i don't think dbc (or .x, not sure which is responsible) allows the use of jpegs for pretextured models, try bmp or png.

oh, wow. insignificantpunks.cjb.net.
no: website for progs yet.
Druadan
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Posted: 31st Jul 2004 12:41
Gah! I told him we should have used bitmaps... I think.

I'll go try that now...

Any insufficiently advanced magic is indistinguishable from technology.

Druadan - Avalanche Interactive
Druadan
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Posted: 31st Jul 2004 12:43
Damn. There are bitmaps of the same images in there too!

Any insufficiently advanced magic is indistinguishable from technology.

Druadan - Avalanche Interactive
Night Giant
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Posted: 31st Jul 2004 15:51 Edited at: 31st Jul 2004 15:51
but when you textured the models did you use the jpg's or the bmp's?

oh, wow. insignificantpunks.cjb.net.
no: website for progs yet.
Turoid
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Posted: 31st Jul 2004 19:22
Quote: "the use of jpegs for pretextured models, try bmp or png.
"


I agree, try bmp

syntax error??? it isn't an error, it is a feature

Iago
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Posted: 1st Aug 2004 02:30
Nope, it still doesn't work. I am using bmps, and they are in the same folder as the model itself, but no such luck.
scout
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Posted: 1st Aug 2004 03:29
i got the same problem. what i discovered was that not every bmp works on a x model in db. convert ur jpg with microsoft paint into a 24bit bmp and it should work.

hope it helps

scout
Xander
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Posted: 1st Aug 2004 04:01
Did you create a UV map for the object to texture it? If not, all of the texture coordinates could be at position 0,0. That would create an object with a solid color, the color of the upper left most pixel in your texture. Open your object in LithUnwrap and see what the UV map looks like.

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
Iago
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Posted: 1st Aug 2004 08:31
I have done a uv map of it, but still no luck.
Iago
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Posted: 2nd Aug 2004 06:07
This is exactly what I've done...
I created my model in 3DS Max. I then created a UV Map for it, and applied it to it. The model is texturedas I want it to be in 3DS.
I then exported it as a .x file. All the textures have been exprted with it, and all are in the same folder as the .x file.
I have entered the code to load an object into DB and it works. However, the textures which I specified in 3DS aren't shown. The model just appears as one colour.

Can someone please help me with getting my textures to be shown?
Xander
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Posted: 2nd Aug 2004 10:21
Do this to texture your object:

load image "Texture.jpg",imagenum

texture object objectnum,imagenum

Just replace imagenum and objectnum with an image number and the number of your object. That is actually what I do all the time. It should work, unless your UV map did not export correctly.

Good Luck

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
BearCDPOLD
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Posted: 2nd Aug 2004 13:10
I found that 24bit bitmaps are a bit too much for DB (???why???), try using 256 color bitmaps, or if you have a more professional art program like the GIMP, Photoshop, or Paint Shop Pro use the bitmap exporters in there. MS Paint's saving is weird.

Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!
scout
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Posted: 2nd Aug 2004 18:31
@bear:
for me it works the other way. paint bitmaps work perfect.
i think the problem with some bmps is the h&v-dpi value.
96 dpi works good, lower values dont work.
im not sure what other values work but 96dpi is how paint saves.

maybe someone from tgc could tell us whats the definition for a "perfect" bmp in dbc.

weird...
Xander
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Posted: 3rd Aug 2004 03:42
Why use bitmaps? They take up so much more hard drive space than jpegs. They may be pixel-perfect, but is that perfection really work the massive file sizes?

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
scout
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Posted: 3rd Aug 2004 04:13
@bolt: what has the question "why use s.t." to do with the question "how to use s.t."?
Iago
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Posted: 4th Aug 2004 05:24
Still no luck guys. Can someone provide me with a tutorial on exactly how to create a UV map from 3DS (not texturing it, just getting the UV map), and then how to use it in DBC?

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