Quote: "I don't have much time right now, so only a short answer - in 3D studio the model is shaded with some special functions, you need to apply the same functions in your game to see the same result. Generally that's not an easy task, but GDK offers some such effects (like dbSetReflectionShadingOn etc.)"
Thanks, I was allready looking at that list...
dbSetLightMappingOn ( int iObject, int iImage )
dbSetDetailMappingOn ( int iObject, int iImage )
dbSetBlendMappingOn ( int iObject, int iImage, int iBlend )
dbSetSphereMappingOn ( int iObject, int iImage )
dbSetCubeMappingOn ( int iObject, int iFace1, int iFace2, int iFace3, int iFace4, int iFace5, int iFace6 )
dbSetBumpMappingOn ( int iObject, int iImage )
dbSetCartoonShadingOn ( int iObject, int iShadeImage, int iEdgeImage )
dbSetRainbowShadingOn ( int iObject, int iRainbow )
dbSetShadowShadingOn ( int iObject )
dbSetReflectionShadingOn ( int iObject )
dbSetAlphaMappingOn ( int iObject, int iPercentage )
dbSetEffectOn ( int iObject, char* szFXFile, int iTextureFlag )
dbSetShadingOff ( int iObject )
...they list some explanation for their use in a link. I would like to see an example for a few of them and others are pretty much self explanatory for us who have also been using 3DS and graphics software for many years. I guess I could play with each one and see how well they work at creating the same effect as the 3DS render engine.
I did purchase T.ED, 3DWorldStudio, Dark Shader, EZRotate, and Enhanced animation which should help me out a little bit. I did notice that mesh animations created on the 3DS objects will transfer over to DARK GDK.
Quote: "Are you sure you run the .exe in the same folder where the needed files (images/textures,models) are stored? I guess not. "
That was my next try and yes, placing all of the files into the same directory as the EXE file solved the issue. This now creates another issue. While encryption is one my favorite areas in C++ and C# many who release a game will need to encrypt each of the files used since they need to placed in the same folder as the EXE or whatever sub folder used in the C++ coding. Encrypting the image and mesh files would be only to prevent another individual from theft of those image and mesh files. Of course the encrypted files would have to be loaded into RAM, then decrypted to the origional files in RAM, then the encrypted files would need to be deleted from the RAM to free up that memory for the software.
Is there a simple way to do this or do I need to create my own routine to run at the start of the game???
THANKS
CrypticDragon
You know for a fact that you have reached the edge when you can absolutely see sound!