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DarkBASIC Professional Discussion / i make room in 3d studiomax, how to use it in DB Pro

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sinny
23
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Joined: 7th Feb 2003
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Posted: 5th Jun 2003 11:15
my room is complex.
and i make light in 3d max and use material texture

please suggest me about to use my room in DB Pro
and how to set it to complete collision and complete light


indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 5th Jun 2003 14:36
you could try to deploy this model as a bsp map if its water tight.

kensupen has written some great x file height reading code so its possible to utilise this method.

a dll made by a home grown user (i cant remember off hand right now who developed it )for classic users gives you the ability to possess sliding collision in x files.

Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 5th Jun 2003 15:42
BSP would be the fastest method. There is a BSP compiler that comes with DBP.

Failing that, just export to .X, load in and texture. Then use Automatic Object / Camera collision to handle collisions.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
SonicBoom
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Posted: 5th Jun 2003 16:05
Your room looks great but you must keep the polys down for game use.

I doubt your model would be compatible with BSP but you could try using the x->BSP tool that comes with DBPro.

I believe the best method would be to

1) Export your room model to .X format with all textures
2) Convert your lights to Something "real" & export to .X
2) Download & use the Collision dll from here: http://www.nuclearglory.com/developer/db/kdll.html
sinny
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Posted: 6th Jun 2003 10:29
LoKiDeCaT
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Joined: 28th Aug 2002
Location: United States
Posted: 6th Jun 2003 11:03
There are a few .X exporters for 3ds max. I'm not sure what release of 3DS you are using.. but Effectware has one (that works crappy).. Panda has one that works well (but the brushes are such that the DBP BSP Converter chokes hard on it)..

But I'm certain there's probably a way to convert a 3DS .X file into a csg that'll allow for BSP conversion.

Hmm.. I just use Ken's .X code that indi reference (for obvious reasons).. keep your single model under about 1500 polys or it will slow down. Alternatively, go to your EditMesh modifier and use the "Detach" feature to create several objects from one. This way DBP's automatic "on-screen" code makes your FPS go up dramatically and you can make it almost any size.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
Machine Specs: Athlon XP1800+, ATi Radeon 8500 64mb, 1GB RAM, Windows 2000 AdvSvr
sinny
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Posted: 7th Jun 2003 10:42
[img]http://www.darkbasicland.com/room2.jpg

This is My room after RENDER by MAX5

sinny
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Posted: 7th Jun 2003 10:43
indi
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Location: Earth, Brisbane, Australia
Posted: 8th Jun 2003 05:31
The Big Babou
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Joined: 10th Feb 2003
Location: Cyberspace
Posted: 10th Jun 2003 18:08
museum meltdown
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 10th Jun 2003 20:21
lol... i sure hope you're not expecting that level of detail in dbpro - cause that'd take some bloody good coding

as for a decent DirectX Exporter - once i finally get this useless junkheap working again i'll see about uploading my edited Microsoft DirectX Exporter for Max5, i worked out alot of the bugs it had suchas not exporting Skin&Bones from CStudio or IK Reference.
Plus the DirectX 8.1 features like multiple UV sets and such (can help with lightmapping and such)

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Kensupen
23
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Joined: 19th Sep 2002
Location: United States
Posted: 10th Jun 2003 21:39
The PandaX exports for Max is good. I don't know if it supports Max 5 yet. You could try it. Just search for pandax on Google.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9

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