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DarkBASIC Professional Discussion / Somthing On The Cover Of The Book

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Eddie Gordo
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Location: Ohio - USA
Posted: 30th May 2003 02:12
It Says The Standard Stuff like Bone Animation...ETC Then It Says Fur.

I've seen no real evidence of this explain plz did i miss somthing.

+ It Says Mesh Deformation can i use stuff from CharacterFX that is mesh animated or am i misreading.

THXS
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Ian T
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Posted: 30th May 2003 04:04
'Book'? What 'book'?

--Mouse

Famous Fighting Furball
Shady Simpson
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Location: United Kingdom
Posted: 30th May 2003 11:09
Do you mean the new beginners book?

If so I couldn't help you.

Eddie Gordo
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Posted: 30th May 2003 15:28
no the DBPro Book i recieved with my Disc

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Dave J
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Posted: 30th May 2003 18:07
The manual?

"Computers are useless they can only give you answers."
Rob K
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Posted: 30th May 2003 19:21
I checked the back of my DBP box and the manual and I can't see this.

Anyhow, DBP does not have a built in fur shader, you would have to code your own and load it using the vertex shader commands. The book does not say anything about fur built in, but it may say that fur is an example of what vertex shaders can do.

"Mesh Deformation"

Yes... via memblocks.

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Rob K
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Posted: 30th May 2003 19:30
I found a fur shader that might work in DBP therefore, but don't hold your breath

If anyone is interested I have attached source code for the PS 1.1 and VS 1.1 shaders.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
Rob K
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Posted: 30th May 2003 19:33 Edited at: 30th May 2003 19:40


[Edit: Hmm... I don't think that this will work. Damn]

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Avan Madisen
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Posted: 31st May 2003 02:27
Poly mesh deform via the memblocks is a bit on the slow side, plus it's very advanced programming because you have to write your own code to manipulate the vertices themselves. I've tried it and it's a real nightmare, so I don't advise it.

However you can get bone deformation from objects that have the animations setup, the Miko and Colonel Z objects have deforming animations built into the .x format versions, but I'd be damned if I knew how to make my own!

Avan

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That way there's more room for improvement!
Eddie Gordo
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Location: Ohio - USA
Posted: 2nd Jun 2003 02:30
Im a RGT Customer maybe its a misprint its on the front of the User Manual/Reference Manual in the list of features it reads:

Quote: "[] ENVIRONMENT BUMP MAPPING [] PARTICLES [] PIXEL AND VERTEX SHADING : RAINBOW RENDERING, VOLUMETRIC FOG, CARTOON SHADING FUR [] INTERNET MULTIPLAYER [] LIGHTNING FAST 2D SPRITES [] BSP SUPPORT AND COMPILER [] TRUE REFLECTIONS [] MESH DEFORMATION [] MULTITEXTURING"


Whats the difference between mesh deformation and bone deformation is bone deformation animation where the bone is assigned to vertexes and not groups???

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The Wendigo
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Posted: 2nd Jun 2003 02:57
couple of theories on the "mesh deformation" and "bone deformation" thing: It could be a typo and mesh deformation meens IK object animation, or it could also meen deformation of the object's vertecese w/o bones. I believe this is possable with the DirectX file format as it saves its vertecese each frame (thus allowing you to change vertext positions between frames).

Current Projects: mini BSP maker 50%, Height Mapper with many features 75%, FPS/RTT Nameless at the moment 15%

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