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DarkBASIC Professional Discussion / Pro .x or .3ds Level-geometry

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Dark_ITheI _Angel
23
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Joined: 3rd Sep 2002
Location:
Posted: 25th Jul 2003 02:57
Hello,

To my question :
-----I am aware that this question may possibly been asked before, but i didnt find a specific post answering my question.------

I do not have DarkBASIC pro but i do have DarkBASIC Classic, I would like to know if it is possible to make the levels in a 3d editor and then, export it in a .3ds or .x format and if DarkBASIC would then read it.

I am not a programmer and for this, my next question :

- In DarkBASIC, everything must be done by code, Would it be hard to make collisions for the .3ds or .x level?
And, Do this affect the perfomance of the game if the levels are in .x or .3ds format?

I have heard of the .x convertor that comes with DarkBASIC pro, But i also hear that it dosnt do his job well

All in All, could someone explain me or redirect me to any information about .x or .3ds level?
I would really like to make my levels with the programm i use (TrueSpace), and for this, my questions

Thanks in advance.

Sir_Crowley
Never Ending History

Sir_Crowley
Andy Igoe
23
Years of Service
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 25th Jul 2003 03:06
It is possible to write polygonally perfect collision detection for use with such a system however it is something I would consider an advanced subject.

At the moment I am working on a DB Programming Resource which includes collision code that you could use as if it was just a single command.

The are examples out there which you could learn from, such as Kentaree's code and I think i've seen another too in the Code Snippets although i'm not sure who wrote that.

DBPro does have built in collision code, but I personally find it confusing to understand and extremely slow in operation.

Converting between .3ds and .x is easy with the right tools and impossible without . DB does have a .3ds to .x conversion tool although i'm not sure if it was included with Pro.

There is also 3D Exploration and it's more modern and somewhat less stable cousin Deep Exploration from http://www.righthemisphere.com.

Personally I would recommend getting the appropriate exporter for your modelling tool (ie Panda for 3dsMax) and use that if you cannot afford 3DE.

The next update for DBPro will re-introduce native .3ds support which may be a more prefferable solution and result in less strange conversion issues.

Pneumatic Dryll
Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 25th Jul 2003 04:52
'3D Exploration and its more modern and somewhat less stable cousin'

Finally someone agrees that Deep Exploration is unstable....

Sounds like a nice resource Dryll .

--Mouse

Famous Fighting Furball
Andy Igoe
23
Years of Service
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 25th Jul 2003 05:17
I correct myself it was Kensupen not Kentaree. I confess after reading his post I was inspired to write my own - slightly more complex - for scenic objects in my Terrascape engine.

I then took it out of Terrascape and stripped it down to bare basics, and it looks very similar to Kensupens again which was a very roundabout method of doing much the same thing with different variable names...

Pneumatic Dryll

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