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DarkBASIC Discussion / Indi again...

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QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 18th Feb 2003 06:14
that skybox you made for terragen is very helpful, but I want to use jpegs instead of bitmaps for the walls. Can you send me the skybox model but with the texture file names as .jpg instead of .jpg for better quality?
QuothTheRaven
22
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Location: United States
Posted: 19th Feb 2003 05:16
just making sure indi takes a gander at this post sooner or later
QuothTheRaven
22
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Location: United States
Posted: 20th Feb 2003 00:46
indiindiindiindi
QuothTheRaven
22
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Location: United States
Posted: 20th Feb 2003 06:13
iiiiiiiiindi I know you're there
QuothTheRaven
22
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Location: United States
Posted: 21st Feb 2003 06:11
you go out of your way to avoid these things dont you
QuothTheRaven
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Location: United States
Posted: 26th Feb 2003 22:41
iiiiiiiiiiiih ah hindi

Darken the skies, we are God.
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 27th Feb 2003 02:51
hehe I just got this message.

dude theres a copy of it on the site.

I think u should experiment with different texture formats.

one I can suggest is getting the nvidia dds exporter for photoshop.

QuothTheRaven
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Location: United States
Posted: 27th Feb 2003 21:20
no, indi, you dont understand, with the downloaded skybox the textures HAVE to be called sky###.BMP. IT CANNOT BE A JPG, the file is not recognized and half the skybox is just white. And I want to make large pics to increase the quality, so using bitmaps will bloat the program size...

I'm hoping you could re-export it to accept jpeg textures, because right now it only accepts bitmaps

Darken the skies, we are god
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 27th Feb 2003 22:05
surely you can just change the code from
load image "whatever.bmp",whatever

to say load image "whatever.jpg",whatever

it wouldn't be greatly hard if it was setup so that
fn_"name"."type" = front
lf_"name"."type" = left
etc...

and then the program detects this and loads each of the images automatically

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
QuothTheRaven
22
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Location: United States
Posted: 27th Feb 2003 22:47
the skybox is a pretextured model, I dont load textures to texture it, and I cant specify the textures on it. They are predefined

Darken the skies, we are god
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Feb 2003 02:03
I made it in milkshape.

make a cube.

break each side of the cube into a face and a seperate group.

apply a texture to each one

viola

QuothTheRaven
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Posted: 28th Feb 2003 02:06
aw man now I gotta go and download milkship...so much for db hospitality...

Darken the skies, we are god
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Feb 2003 02:20
sorry mate I dont think jpgs are the go.

indi
22
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Location: Earth, Brisbane, Australia
Posted: 28th Feb 2003 02:59
ok looking at that site again rajaik has changed the way the tute seems to work.

http://www.lunarpixel.com/skybox.zip

QuothTheRaven
22
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Posted: 28th Feb 2003 05:50
um...that doesnt work right at all, and they still arent jpegs (and textured improperly)...what do you mean its changed?

Darken the skies, we are god
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Feb 2003 06:56
it only runs correctly in DBC.

the new method thats being presented on rajaks site seems to use limbs and plains instead of making a cube externally.

QuothTheRaven
22
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Location: United States
Posted: 28th Feb 2003 14:46
when I load it it doesnt texture correctly, and it still doesnt use jpegs! blastitall...

Darken the skies, we are god
ToXic
22
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Joined: 8th Sep 2002
Location: Australia
Posted: 28th Feb 2003 22:13
You could just hex edit the x file and change bmp to jpg.

ToXic

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