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Program Announcements / BSP Factory level example in DBPro

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Jedive
21
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Joined: 24th Jan 2003
Location: Spain
Posted: 5th Oct 2004 06:36
I have uploaded an example of a BSP Factory map loaded in DBPro. I have created a custom .dpm (DarkBASIC Professional Mesh list) format. The exporter plugin is included in the zip, and you can find a loader in the .dba file.

It uses Nuclear Glory 2.03 for collision detection. If you don't have it, download the DBPro demo of NGC2.03 at http://www.nuclearglory.com/. Copy the 'NGCollision.dll' and 'NGCollision.dba' files to the main folder and compile 'dbp_example.dba'. I recommmend setting the project in 'Fullscreen - Exclusive' mode, and the resolution to at least 800x600.

The demo shows alpha, lightmaps, masked textures (although they don't work for me, a bug in DBP?), sphere mapping, cube mapping and specular highlights.

== Jedive ==
AthlonXP 1600+, 512MB, GeForce4200, WinXP/DX9, Mandrake 10
iBook G4 1Ghz, 256MB, Radeon9200, Mac OS X Panther
Sam Cameron
20
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Joined: 26th Dec 2003
Location: 0,0,0 I\'m the center of the world !!!
Posted: 5th Oct 2004 07:34
why not an standalone example?
Jedive
21
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Joined: 24th Jan 2003
Location: Spain
Posted: 5th Oct 2004 08:05
Because DBPro exes are too large, and because I only have the Trial version of DBPro, and I don't want to distribute an EXE with the DBP watermark.

== Jedive ==
AthlonXP 1600+, 512MB, GeForce4200, WinXP/DX9, Mandrake 10
iBook G4 1Ghz, 256MB, Radeon9200, Mac OS X Panther
Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 5th Oct 2004 17:17 Edited at: 5th Oct 2004 17:18
I know I am a bit sleepy but where is the link?

[edit] NM it is in the other thread. http://www.bspfactory.tk/

Sam Cameron
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Joined: 26th Dec 2003
Location: 0,0,0 I\'m the center of the world !!!
Posted: 5th Oct 2004 20:40
well Jedive, I think this is not a good reason, for example, I can't try your map in this computer cause I don't have here the DarkBasic Pro, and maybe more people are in the same situation,if you try to sell a product you should try show to the most of the people, and I think in this way maybe you can lost some future client , anyway good luck.
Kohaku
20
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Joined: 3rd May 2004
Location: The not very United Kingdom
Posted: 6th Oct 2004 00:39 Edited at: 6th Oct 2004 00:39
Hey, leave Jedive alone, ya big meanie .

Anywho, I stuck the Run Around engine in the example for you, and made an exe, so enough complaining.

http://www.aura.dbspot.com/Zips/DPM.zip

Jedive, mind if I include the .dpm format in Run Around V2?

Absent.
Powersoft
20
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Joined: 1st Aug 2003
Location: United Kingdom
Posted: 7th Oct 2004 03:46
Aura? i hope your not suggesting what i think you are?


Scorched Turf --> Project Thread
TheOneRing
20
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Joined: 28th Aug 2003
Location: Right here.
Posted: 7th Oct 2004 07:11
Well, certianly looks nice enough... but for some reason, I'm only getting about 10 FPS...

System Specs:
-------------
AMD Athlon XP 2400+ 2gHz
GeForce FX 5900 256MB RAM
768MB System RAM
Lost in Thought
20
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Location: U.S.A. : Douglas, Georgia
Posted: 7th Oct 2004 14:13
Weird ... 40 to 70 fps here.

The Big Babou
21
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Joined: 10th Feb 2003
Location: Cyberspace
Posted: 7th Oct 2004 19:02
Same here, around 10 FPS.

AthlonXP 3000+
1,25 GB RAM
Radeon X800XT

... they call it a royale with cheese ...
Bob 3456
19
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Joined: 1st Jun 2004
Location: In my computer chair
Posted: 8th Oct 2004 07:13
it may have somthing to do with your version of dbpro you compiled it in?
Jedive
21
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Joined: 24th Jan 2003
Location: Spain
Posted: 8th Oct 2004 08:00
I have noticed that Nuclear Glory is so damn slow calculating collisions . That's the reason of the slow framerates.

Aura, you can use the .dpm format for whatever you want.

== Jedive ==
AthlonXP 1600+, 512MB, GeForce4200, WinXP/DX9, Mandrake 10
iBook G4 1Ghz, 256MB, Radeon9200, Mac OS X Panther
Indian Homie G
20
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Joined: 23rd Jan 2004
Location: San Jose, CA
Posted: 8th Oct 2004 14:50
Umm... 16 FPS. Hey Aura just curious, I downloaded the demo, but where'd you put the source code? How'd you include it in the .exe? The demo looks good .

Thanks!

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 8th Oct 2004 15:12 Edited at: 8th Oct 2004 15:53
Quote: "I have noticed that Nuclear Glory is so damn slow calculating collisions . "


I have found that NGC is slow with calculating collisions on many objects even if they are low poly. Though the less objects you have the faster it is. I gained 40 fps just going from 900 14 poly objects to 1 21,600 poly collision object (hidden of course).

[edit] Just tested it and I see you used the lightmap object as the collision. So i tested it with no collision and seen only a 10 fps difference. Thats not too bad to me on a level like that. There are lots of concave collisions there.

[edit2] Thats around 21699 polys there too (for collision and 43398 rendered to the screen with all those fancy effects). You could use the .dbo format like APEX with his csm loader and multitexture the world and cut the polys in half. Though it is very odd to me that hiding the lightmap object has no effect on the fps. I can disable the lightmap,collision, and the visual effects and see almost no difference in fps. This is very odd to me. I do not know where the slowdown is coming from. Though I lost 20 fps just compiling it in DBP 5.7 instead of DBP 5.6 beta 2.

Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 8th Oct 2004 16:57
How would you go about loading a custom made quake 1 .bsp with the texturing in tact? I was wanting to convert some of my bro's old quake 1 maps he made to .x but the texturing is lost. I see only colored objects.

nuclear glory
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Posted: 8th Oct 2004 19:21 Edited at: 8th Oct 2004 19:23
Greets,

Yes, performance is better with decent size objects/meshes loaded.

A really cool feature of v3 is being able to control an "active queue" per object which would offer a way to have blazing performance in your apps. You could specify the source object (player) to collide with only 10 or 12 of your 14 poly objects (preferrably the ones surrounding so you don't fall through). As you can imagine, that would be royaly quick, although it does require some management on your part (IE: continually updating the collision queue of the source object, providing it with the surrounding objects it should collide with).

Bottom line with V3 is that if it performs slowly, it can be sped up on your part. So it's your fault! Additionally, you can test one object at a time if you want (a new command RunCollisionObjPRO()). Cool eh?

That volume testing command is in as well (good for checking if a point is within a convex area - ie: water cube or other convex shape)

@Jedive
Once v3 is released, download that demo, and give it another shot. If it's not faster on it's own then, as stated above, you'll have the lower level access control to speed things up yourself.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Kohaku
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Location: The not very United Kingdom
Posted: 8th Oct 2004 23:30 Edited at: 9th Oct 2004 03:34
Okie dokie, first of all, let me go back to my original comment,

Quote: "I stuck the Run Around engine in the example for you..."


Hence, the exe I made, doen't use the Nuclear Glory collision system, but my own engine.

Secondly, my engine works best with more objects, as the the factory level here uses only 19. Later on I'll upload a demo of my engine, using a load of objects to show you all this.

Thirdly, to turn off my collision engine, press the Tab key. This will then only allow you to move the camera, using only camera movement controls in the loop.

And last but not least, I'm afraid I didn't include the source, as the engine is far from finished, and I've spent weeks developing it.

I'll edit this later to show you what I meant by using loads of objetcs.


Edit:

Well, its later. Heres a link to the engine using over 600 objects in a scene.

http://www.aura.dbspot.com/Zips/demo.zip

You can press the Tab button to turn the engine off, and just fly around a bit.

I'm using APEXnow's most excellent csm importer plugin here aswell, as it works so well. Loading of the scene will take a little while though, but nothing too big.

Absent.
Indian Homie G
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Location: San Jose, CA
Posted: 9th Oct 2004 08:00
Oh, you can run a .exe without the code?????

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 9th Oct 2004 13:19
A DB .exe you can.

SoulMan
21
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Joined: 22nd Nov 2002
Location: In a house somewhere on the planet earth
Posted: 22nd Oct 2004 10:45
Aura,
I am not sure how you can claim 648 objects. I went through the level and counted the blocks. I came up with only 540. Otherwise it is quick, but I've noticed in the first demo that there was quite a bit of lighting going on. How much lighting do you have in your demo?
SoulMan

This is as backwards as is This
Kohaku
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Location: The not very United Kingdom
Posted: 22nd Oct 2004 10:52
I never claimed 648 objects. I did say that in my engine demo I'm using over 600 objects though so the ammount of objects couldn't be what was causing slow down for Jedives level.



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