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DarkBASIC Discussion / Your oppinions - DBC

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Nic
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Joined: 26th Jun 2004
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Posted: 21st Nov 2004 17:21
I am starting quite a big project with alot of models at the moment (well not huge but big enough). I am using 3ds max for my models but exporting as .x files casuses me problems. Exporting as .3ds means texture issues. So i was wondering what everyone else believes is the best suited modeling program for DarkBasic Classic?
Nic
Ali M Oldboy
20
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Location: England, UK
Posted: 21st Nov 2004 19:30
3d canvas pro

A very good 3D designer for models

DeleD, http://www.gamefortress.com/deligne

A very good level designer, also used for models, but its best
to create levels with it

-ALI-

N U K E S O F T :: EXPLOSIVE GAMES :: http://www.geocities.com/nukesoft0
Chris K
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Location: Lake Hylia
Posted: 21st Nov 2004 19:42
Milkshape is pretty good.
Nic
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Posted: 21st Nov 2004 21:27
How does Milkshape handle exporting textures to dbc? Any good?
BearCDPOLD
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Location: AZ,USA
Posted: 21st Nov 2004 22:08
It handles everything beautifully. Naturally if you're using .x then the textures are automatically applied.

Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!
Chris K
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Posted: 22nd Nov 2004 00:13
Never has any problems with Milkshape. Remember a DB unit is the smallest square on the Milkshape grid. You can scale objects down when you export.

If you want to have animation make sure you only assign groups to the joints and dom't have the animation button down when you export.
DARKGuy
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Posted: 22nd Nov 2004 02:14 Edited at: 22nd Nov 2004 02:17
Well I don't know what are those problems though if it's with textures, the best thing is to use the UNWRAP UVW modifier (or something like that) then select Sub-Object - faces (or polygons) and then select those, then click the button Planar Map, it will 'flatten' the texture in the direction of the visible yellow gizmo. I use 3DSMAX for my textured models and never had a problem, it should work for you ... though Milkshape is very good

[Edit] Testing sig

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Nic
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Posted: 22nd Nov 2004 15:34
have you never had trouble with animations when exporting as a .X file in max? i used pandaX thing and it always causes issues.
DARKGuy
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Posted: 22nd Nov 2004 15:58
Nope... never used that one as for my X models I export them with Milkshape.... DB can handle 3DS so it's no problem... Quick3D also works for that and doesn't causes any issues...

[href]www.quick3d.com[/href]

Quote: "
-= 933 Mhz - SiS 630/730 8Mb - 128 RAM - 2.1Gb / 6.2Gb HDs - Sound: C-media CMI8738/C3DX PCI - CD-RW 52*32*52 - Windows 2000 =-
"
BadMonkey91
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Posted: 23rd Nov 2004 02:19
use 3ds max.
It's hard-core.


but DB doesnt support any of the cool feature :\

ieatdirt
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Joined: 23rd Nov 2004
Location: Michigan
Posted: 23rd Nov 2004 07:21
i have a problem, how do you color a background/backdrop as say...sky permanatly without having to press any buttons within the game?
Nic
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Posted: 23rd Nov 2004 13:19
Im not too sure about the sky thing, ill find out when i get home. but what does that have to do with the 3d modeler of choice?
Nic
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Posted: 27th Nov 2004 13:09
i was hoping to get a little more reponse... Any ideas?
BearCDPOLD
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Location: AZ,USA
Posted: 30th Nov 2004 07:33
The only problems I've had when exporting a .x is that you have to check your options carefully. Be sure not to export in ASCII, do not save the object as a single mesh, and be sure to include all the frames. Those things fixed the problems I was having with gamespace.

Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!
Nic
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Posted: 1st Dec 2004 13:22
what should i export the X file as? there are massive advantages to having an x file. One is not having to be carful what you name your textures and where you put them!
BearCDPOLD
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Posted: 2nd Dec 2004 13:17
The name of the file shouldn't matter much, and always make sure that your textures are saved in the same, or a directory under the object file so you can use relative paths. It doesn't matter what the name of the object file is. Other formats do keep track of the textures inside of the actual file, but that gets a little big and if you want to edit the texture you have to open it up in your modelling program, that's why I like the way X handles textures.

Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!

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