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DarkBASIC Professional Discussion / Giles Importer for DarkBASIC Professional !!!

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Olby
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Posted: 16th Jan 2006 21:57
Okay I'll post the multitextured gls tomorrow! Anyway good plugin, although it also does not load trees made with tree[d], even if I open those in gile[s] and re-save... Dont panic!

"Gangsters die, they don't go to heaven where angels fly!"
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Paul Johnston
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Posted: 16th Jan 2006 23:39 Edited at: 29th Jan 2006 12:03
Attached version should not require d3dx9_25.dll

[EDIT] (Newer version in later post)

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Simwad
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Posted: 19th Jan 2006 10:28
I tried to load the Sample Scene which comes with Giles, the program jumps straight back to the editor after compiling generating the following error file

[COMMON]
PathToEXE=C:\Dark Basic Professional\Projects\test\CrashOn_01_19_06.txt
[CEXE]
m_dwRuntimeErrorDWORD=Internal Code:12002
m_dwRuntimeErrorLineDWORD=6

I'm sure this is the same error I would get when exporting to .dbo from Giles.
I'm using 5.9 and have loaded another object to call the Object commands as discussed earlier

I'm not sure if I have an updated Giles 1.3, I'll have to look into that.
Olby
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Posted: 25th Jan 2006 18:38
Any progress thus far?

"Gangsters die, they don't go to heaven where angels fly!"
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BatVink
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Posted: 25th Jan 2006 21:57
Works beautifully for me. I'm using Gile[s] 1.36

Paul Johnston
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Posted: 26th Jan 2006 00:31 Edited at: 26th Jan 2006 00:34
@Simwad - The SampleScene.gls uses 256x256 lightmaps whereas the importer was hardcoded to 512x512.

I've a attached a new version that accounts for the lightmap size and loads correctly. However the file must contain a texture for it to show up correctly, material properties aren't accounted for.

[edit] any other gls files that cause trouble, post them here and I'll fix as much as I can.

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Juso
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Posted: 27th Jan 2006 12:36
Doesnt work at all, crashes immediatelly with all models
even with those which dont exist.

so
load gls "whatever.gls",1
or
load gls "",1

makes everytime crash.
Paul Johnston
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Posted: 27th Jan 2006 12:46
Some things to check:

1) Your code must include at least one object command

2) There is something about the .gls files you have that the importer cannot handle, in which case post one here.
BatVink
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Posted: 27th Jan 2006 13:17
New version works fine for me. I haven't tried diferent sized textures, but it works OK with my existing gls files.

Juso
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Posted: 28th Jan 2006 13:34 Edited at: 28th Jan 2006 14:16
Okay, it works when using eg "make cube 99,10" somewhere in code, but object is totally white. If I use "set object light 1,1" it
is grey toned.
Paul Johnston
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Posted: 28th Jan 2006 15:31
The .gls file must use at least one texture (not including materials) to display correctly
Juso
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Posted: 29th Jan 2006 11:40 Edited at: 29th Jan 2006 11:41
Thanks for advises,
Now it shows nearly all models, but there are still some problems:
If gls model has some surfaces without textures (only plain color), they are textured also!

And why it makes light map of its own?, the origin light map exists.

And some of my models have distortions: a few surfaces are turned randomly.
Paul Johnston
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Posted: 29th Jan 2006 12:09
Quote: "If gls model has some surfaces without textures (only plain color), they are textured also!"


If a surface has no texture I believe it defaults to texture 0, otherwise that surface would be pure white as before.

Quote: "And why it makes light map of its own?, the origin light map exists."


The lightmap data is embedded in the .gls file, and the easiest way to get it out and into DBPro is to make a seperate file.

Quote: "And some of my models have distortions: a few surfaces are turned randomly."


Post the .gls file here and I'll have a look.
Megaton Cat
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Posted: 29th Jan 2006 20:40
Can anyone send me an actual a demo of a .gls level running in DBP?

Thanks

Juso
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Posted: 30th Jan 2006 11:49
Sparky: I sent a file to your email.

Megaton: Here is zip (1.4 meg) with a tiny dba prog and one giles file.

I also noticed that dba lights has no effect on giles files.

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Paul Johnston
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Posted: 30th Jan 2006 15:16
@Juso - I got your file, the reason the staircase is off is because it has scaling applied in giles, which is ignored.

If possible scale your vertices in your modelling program before loading it in giles.

As for the texturing, just use a single color texture for areas where you want solid color. Every surface should have a texture.
Juso
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Posted: 30th Jan 2006 17:17
Yeah, I came to same conclusion but it looks right in giles. So if something is wrong in db, you have to go to back to modelling program

And what about db lights? They have no effect on giles files.
Paul Johnston
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Posted: 30th Jan 2006 22:54
Quote: "And what about db lights? They have no effect on giles files."


Correct, lights have no effect on a light mapped object.

If they did, for example, any spot on your lightmap that was completely black would be unable to brighten under any intensity of light.

Think of lightmaps as masking your model texture and hiding bits that are out of light, and where they do the texture detail is lost.
adr
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Posted: 31st Jan 2006 00:38
Quote: "it has scaling applied in giles, which is ignored."


I'm not trying to bust your balls here, but is scaling ignored because it needs to be, or because it hasn't been implemented in the loader?

[center]
iv tryed everything!!!!!!!!!! could u please just add The gun and shooting Code thats All!!!!!!!!!
Megaton Cat
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Posted: 31st Jan 2006 00:45
Can someone post an exe of the .gls fly-around file? I am currently having some trouble with my copy of DBP. (Downgraded to 5.8 to test the old DBOs, then completly screwed it up when upgrading again. Sorting out now)

Thanks, itching to see that .gls file in action.

Juso
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Posted: 31st Jan 2006 09:53
Sparky:
What about dbo format? Ambient light incluence it greatly? Isnt dbo light map? Althought it seems to be when exported from giles.
Juso
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Posted: 31st Jan 2006 10:01
Megaton:
here is zipped an exe, put it in same folder than ruin.gls and ruinxxx.tga. Move with arrows.

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Paul Johnston
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Posted: 31st Jan 2006 10:19
Quote: "I'm not trying to bust your balls here, but is scaling ignored because it needs to be, or because it hasn't been implemented in the loader?"


The dbpro object is created with all its limbs linked together (this is done in a method that creates the object for me), so if you scale one limb all limbs that come after it get scaled by the same amount. The giles scaling amount also doesn't seem to link directly to the amount of scale needed in dbpro, so it would take some effort to get it working. For now this was the easier option.

Quote: "Isnt dbo light map?"


.dbo can store many types of objects, lightmapped and non lightmapped.
Simwad
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Posted: 11th Feb 2006 12:08
I'm having trouble with Prefabs, they turn out completly black (no texture) once loaded in DBP, even though in Giles they look alright. I've changed the Object Properties from Vertex Lighting to Lightmap with no luck. Anyone else have this problem, I'm sure I read a thread about this but of coarse now I can't find it .
When I export to an .x the prefab behaves correctly.
blackway
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Posted: 16th Feb 2006 04:30
Sparky:
Thanks for the giles importer !!
I guess I found a bug.
When you have in Giles a model with pitch, yaw and/or roll with negative values when you import the .gls file in Darkbasic that models change the rotation.
Attached you will find a image to see the problem.
Can you fix it ???
Thank you in advance and sorry for mi english !

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Essence
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Posted: 2nd Mar 2006 15:58 Edited at: 2nd Mar 2006 16:04
@Juso: Be sure to have U5.9 or higher.

@Sparky:

I'm also having some kinda rotation problem.
My map looks okay in gile[s] itself, but when i load it into dbp, all the rotation values are lost.

BatVink
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Posted: 3rd Mar 2006 10:39
Alpha Transparency is also a problem. When you create a material, you start by loading an image. Against the image, you can specify that it should use Alpha Transparency, and this works fine in Giles.
When you load the same scene in DB Pro, the transparency is lost.

HOWEVER...If I create a transparent material in Cartography shop and export as Giles, I can lightmap in Giles itself, load it in DB Pro and it works fine.

Weird!

Paul Johnston
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Posted: 3rd Mar 2006 18:32
@blackway - scaling values cause problems, which are set in your screenshot

If rotation isn't working when no scaling is used I might be able to fix that, but it might just be easier to fix everything in the modeller.

@BatVink - Most of the material properties are ignored, if Cartography shop uses a texture alpha channel to achieve the transparency that will work.

Essence
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Posted: 5th Mar 2006 18:32
the object isnt scaled, and it shows correctly in Gile[s] itself.

QuothTheRaven
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Posted: 24th Mar 2006 21:07 Edited at: 24th Mar 2006 21:07
Sorry to bump this, but this thread is really confusing to follow. Could someone edit the first post to include all of the updated information?

My problem is that I put giles.dll into my Compilerplugins folder, but load gls isn't recognized as a command and doesn't work. Should I put the DLL somewhere else? It's also in the same folder as the code and that doesn't work either.

Olby
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Posted: 26th Mar 2006 17:56
You should put giles.dll to your Compiler/plugins-user directory, I works just fine there!

"Gangsters die, they don't go to heaven where angels fly!"
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tornado
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Posted: 26th Mar 2006 18:43
Quote: "I also noticed that dba lights has no effect on giles files. "


For lights, i tried to use

set object light (giles object number),1

and it works fine, no bugs detected.

Used Giles.dll with Update 6.0b3, it works really great!

never say never
QuothTheRaven
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Posted: 26th Mar 2006 23:09 Edited at: 27th Mar 2006 05:07
Another problem, I have the updated version of the dll file and I'm using DBP 5.9, but when I load the ruin.gls the tree leaves aren't transparent. Has this problem been addressed yet and I just missed it somehwere in the thread?

Also, some of the models I load turn out completely white. Is there a reason for this?

Paul Johnston
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Posted: 27th Mar 2006 13:41
Quote: "the tree leaves aren't transparent. Has this problem been addressed yet"


This is because of the way DBPro works, it will not use black transparency on an image that can have an alpha channel. Just use the alpha channel to get transparency.

Quote: "Also, some of the models I load turn out completely white. Is there a reason for this?"


There can be many reasons for this, no textures, too many texture layers, etc.

I think the version as it stands is suitable enough for loading single texture layer lightmapped objects into DBPro.

Olby
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Posted: 31st Mar 2006 12:56
Hey Sparky would it be that hard to implent third texture layer for detail mapping, so we won't need to mess with FVF format and other things to get more than to two layers?

"Gangsters die, they don't go to heaven where angels fly!"
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Paul Johnston
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Posted: 31st Mar 2006 23:23
Quote: "would it be that hard to implent third texture layer for detail mapping"


The importer doesn't read any extra FVF data from the gls file, so unfortunately an extra texture layer would require quite a few changes.

You can use the DBPro blend mapping commands to add an extra layer inside DBPro.

Nathaniel
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Posted: 1st Apr 2006 02:44
Okay, someone mentioned it earlier and I am of the same outlook, where is the final version of the DLL? There are so many posts and reposts of updates, not real sure which is which. Thanks for the help.

-N.

Not all who wander are lost. - J.R.R. Tolkien
Olby
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Posted: 5th Jun 2006 20:40
Hey Paul, sorry to call this thread back from the heaven but I saw that giles importer dll does not load limb names. For example in Gile[s] I had a object named (exported from CShop) csmmesh_1 but in DBP this limb as well as all other limbs does not have names assigned which is a real pain to determine what is what! Can you make that gls parser saves also limb names, that would be great! As far as I have used gls loader it worked fine for me although this issue with limb names stops me from using it in my FPS project! I hope you can help us out...!

Thanks in advance,
Olby

"Error at line 0 - Your game sucks. Try again loser..." (Cash Curtis II)
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eyequeue
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Posted: 6th Jun 2006 04:19 Edited at: 6th Jun 2006 04:24
I cannot get this DLL to work correctly at all.
I'm running DBPro U6.0 and latest Giles.

The GLS model loads, but looks horrible. The "self illumination" textures do not appear correctly, and some textures are in the wrong place entirely.
Here are some screenshots to show you what I mean...

--- First one is the loaded GLS in DBPro using this DLL. It is supposed to be a textured lighting fixture, like a ceiling light. But look how it's garbled and showing a completely different area of the lightmap.



This next image is taken from within Giles. Notice the nice door texture, supposed to be a dark grey.


This is the same door but in GLS format and loaded into DBPro. An entirely different texture! ewwwwww! Awful looking door! This texture is supposed to be on one of the keyboards in the room, like a colored light texture, is very small, but it found it's way onto the door!


I've tried numerous lightmap configurations in Giles. I started with 2 1024 x 1024 maps. it looked similar to the above images so I bumped them to 2048 x 2048, still looks like crap. So I split all the textures / materials into 5 smaller 512 x 512 lightmaps to see if that would make a difference. Nope, still looks like this with 5 lightmaps! The images taken above are with 5 lightmaps.

This concept is awesome.
I just wish it would work right.

Any thoughts?

Windows:
At Least The hour Glass Works
Olby
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Posted: 6th Jun 2006 06:55
Never had any problems like these before just check that your default lightmap layer is #1. And I use Gile[s] 1.31a and it works fine here I dont want to update because this may screw my project then!

"Error at line 0 - Your game sucks. Try again loser..." (Cash Curtis II)
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Paul Johnston
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Posted: 6th Jun 2006 18:06
I'm posting the source code for the current version of the importer if anyone else wants to take it up, I'm not likely to get much time to work on it. It's a Visual Studio 2005 project and should work with the express version if you have the platform SDK and DirectX9 SDK.

@Olby - I've added the limb name from the gile[s] mesh name, I don't know if this was the name you were refering to, find the new dll in the attachment.

@eyequeue - You'd have to post the .gls file if you want help with it, all I can suggest is make sure the file contains the lightmap in layer 1 and the base texture in layer 0.

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Olby
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Posted: 6th Jun 2006 19:21
@Paul - Thanks a lot that was what I wanted. If I will have some spare time I can develop further this plugin although my C++ knowlege is very lame!

"Error at line 0 - Your game sucks. Try again loser..." (Cash Curtis II)
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Olby
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Posted: 8th Jul 2006 21:30
@Paul - I know you are very busy working on various TGC main projects, but can you update gile[s] loader dll so that it uses latest DBO header files, because it doesnt work correctly with U62! That would be very cool - Im currently working on a game which has a level editor tools that requires *.gls files to be loaded. I cant continue my work until I downgrade back to U6 or U61 which is not what I want to do right now! Please?

"Error at line 0 - Your game sucks. Try again loser..." (Cash Curtis II)
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Paul Johnston
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Posted: 10th Jul 2006 00:33
Try the attached dll for 6.2, this won't work with earlier versions of DBP

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Olby
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Posted: 10th Jul 2006 18:58
Sorry, but it doesnt work - crashes, it looks like it is the same version you gave me a few weeks ago, dll creation date is 6th June, 2006!

"Error at line 0 - Your game sucks. Try again loser..." (Cash Curtis II)
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Paul Johnston
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Posted: 10th Jul 2006 19:54
Try this one.

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scapino
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Posted: 10th Jul 2006 20:02
That one worked! Thanks Paul!

Kurt

Olby
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Posted: 12th Jul 2006 16:24
Yup, looks like this is the correct one! Thanks a bunch Paul, btw Dark A.I and DarkLIGHTS are awesome plugins, now saving money to buy them!

"Error at line 0 - Your game sucks. Try again loser..." (Cash Curtis II)
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FXTC
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Posted: 13th Oct 2006 01:23
works good thanks

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