Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Discussion / matedit question

Author
Message
koolaid
22
Years of Service
User Offline
Joined: 26th Jan 2003
Location: Cyberspace
Posted: 9th Apr 2003 13:04
when you make a matrix in matedit,do place your objects and sounds and other stuff on it or just create the landscape and load it into dark basic another thing im wondering you know how you use get ground height(matrix #,x,z)how will you do it if theres no matrix #.#include "loadmatrix.dba"??
Danmatsuma
22
Years of Service
User Offline
Joined: 2nd Mar 2003
Location: Australia
Posted: 9th Apr 2003 13:44
No it's just for shaping/texturing matrix'
These questions are all answered in the matedit readme better than anyone here could, look in the demo .dba files that come with it to see good examples of get ground height

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 9th Apr 2003 18:54
Mat_Edit is just a matrix creator. After creating your matrix, you create the DB source and height files. You place all the files created (and the textures) in the same directory and your ready to go. You need to place your objects using DB.

RPGamer

Current Project: Eternal Destiny
Tech Demo - Colan Island: Currently 716 Lines
Robin
22
Years of Service
User Offline
Joined: 22nd Feb 2003
Location: United Kingdom
Posted: 11th Apr 2003 18:11
Soon you will be able to use my program to load in a matedit matrix and place objects on it - Map Maker 3D - see beta annuoncements

And you can get the ground height from a matedit matrix - the matrix is matrix number 1 so just do it like normal.

Robin

http://www.thegameszone.has.it
[email protected]
Chief Engineer
22
Years of Service
User Offline
Joined: 26th Feb 2003
Location: United States
Posted: 11th Apr 2003 21:58
will map maker 3d work in dbpro?
Robin
22
Years of Service
User Offline
Joined: 22nd Feb 2003
Location: United Kingdom
Posted: 12th Apr 2003 16:19
I guess so...
It was made in DBC - anything that works in Dark Basic should work in Dark Basic pro shouldn't it?
correct me if i'm wrong...
Robin

http://www.thegameszone.has.it
[email protected]
Chief Engineer
22
Years of Service
User Offline
Joined: 26th Feb 2003
Location: United States
Posted: 12th Apr 2003 18:45
not really, there are commands that are different. i tried loading a matedit world that i made into a trial version of dbpro, and it went nuts with errors. yet the same code works in classic. you might want to make it compatible with dbpro.
bitJericho
22
Years of Service
User Offline
Joined: 9th Oct 2002
Location: United States
Posted: 12th Apr 2003 20:01
the format is compatible with pro...ya guys just have to work on fixing up the import code..

The 3D Modeler's Group : http://groups.yahoo.com/group/3dModeler/
The Unofficial DB Newsgroup : http://groups.yahoo.com/group/DBMag/
TDK
Retired Moderator
22
Years of Service
User Offline
Joined: 19th Nov 2002
Location: UK
Posted: 26th May 2003 03:14 Edited at: 26th May 2003 03:25
Sorry for dragging up an old post, but I ought to say that the problems users have been experiencing have been down to DBPro issues - not the programs in question.

I know that there are issues with DBP's matrix texturing - in particular Prepare Matrix Texture, which I am led to believe will not be addressed until Patch 5.

I'm currently working on an 'in the meantime' update for MatEdit and having got the latest DBP patch, any alterations I can make to get it to work with DBP I will do. This may mean supplying two LoadMatrix include files.

When I first tried with Pro, the code worked, but the matrix looked really naff. The last time I experimented, it looked better, but still needed more work. I'll try again during this round of updates.

If you would like to see a progress report and/or download a test version of MatEdit V1.6G (existing users only - sorry), check out the MatEdit section at http://www.matedit.com. Click on the link at the top of the page to jump straight to the info on what's been completed and what's still being done.

TDK
Eric T
22
Years of Service
User Offline
Joined: 7th Apr 2003
Location: My location is where I am at this time.
Posted: 26th May 2003 03:45
tdk while your living, how the hell does the monster matrix editor work, i am so confused(has been doing everything by hand)

I always win don't you know that?
Programming RPG games in Dark Basic
Since 1999.
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 26th May 2003 04:12
Oh ya that one? The one that generates the 2D image? Yea! How DOES that work? I saw that it also generated a heightmap/greyscale map...does that have anything do do with it?

RPGamer

Current Project: Eternal Destiny
Questions? Comments? Suggestions? Go to the Eternal Destiny Forum!
spooky
22
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 26th May 2003 04:20
TDK : Matrix texturing has improved a lot in latest patch for DBPro, see my other thread on this:

http://www.darkbasicpro.com/apollo/view.php?t=10805&b=6

It appears a filter value of 1 now gets rid of the annoying 'bleeding' edges that were appearing between tiles.

I spent a good hour testing EVERY possible combination of filter, texture flags, screen res & depth as I noticed a lot of people having similar problems but I wasn't!

Still hope P5 does things a lot better though.

Gronda, Gronda
TDK
Retired Moderator
22
Years of Service
User Offline
Joined: 19th Nov 2002
Location: UK
Posted: 30th May 2003 04:36
yusuke200013:

The Monster Matrix Mode in DB is fairly complicated to explain - basically, you create large arrays which contain all the texture and height data and the supplied functions transfer the info into a single smaller matrix which you see on screen.

This method in theory would allow you to have a 'matrix' 1 million tiles square or more! It just depends how much memory your machine has.

It is only restricted to 600x600 tiles in MatEdit to keep it all on the screen when you design it!

If you mean how does it work in MatEdit, then basically you create a 5 colour landscape. Each of the colours represent a height running from the lowest on the left to the highest on the right and you can load a texture into each of these 5 colours. For example you could load a water texture into the blue, grass into green, sand into yellow and so on.

Then, in your finished Monter Matrix, all yellow areas would be sand texture and green, grass texture - and so on. This ability to have any 5 textures allows you to create other types of terrain.

At the same time as you are creating a 5-colour 'texture' map, MatEdit automatically creates a corresponding greyscale bump map in the background, (press Space to view it when you have a colour map on screen). Dark areas are low height areas and light areas are higher areas and these will match up with the 5 colour areas.

These two maps are saved as data and the functions in the LoadMatrix #include file will load them into an array and completely control the feeding of this data into the on-screen matrix as you move around.

Take a look at the Monster Matrix Demo in the Demo's folder for more info.

sonic:

While I'm updating MatEdit to V1.6G I'll be looking at making a new LoadMatrix function for DB Pro. I'm sure that's all that needs to be altered to make MatEdit usable by DBP users too!

Update:

I've now got the new FileSelector implemented and VanTrans is also in there (but not yet fully functional yet). I've released the fileselector as a function for anyone who wants it and it's available for download from the downloads section at http://www.matedit.com.

As usual, the test version of MatEdit V1.6G is also available for download by existing users of V1.6 (you'll find it on the MatEdit page).

TDK

Login to post a reply

Server time is: 2025-05-18 05:07:52
Your offset time is: 2025-05-18 05:07:52