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DarkBASIC Professional Discussion / Blender and DarkBASIC Pro texturing

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SJH
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Posted: 4th May 2009 01:10
I made some 3d models in blender and made some textures is adobe photoshop and applied shaders and the textures to the models. I exported them as a .x file and .3ds file, but for some reason the textures and shaders aren't exported. Is there some special file or way that I can export these files with the shaders and textures, then load them all in DBP?
Mobiius
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Posted: 4th May 2009 01:21
Shaders don't come across in .x files and textures have to be in bmp, dds or jpg format (unless you texture them manually) and be in the same folder as your object.

Your signature has been erased by a mod because it is way too awesome!
SJH
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Posted: 4th May 2009 05:24
Well in the older version of DBP there used to be a tutorial on making an FPS game (which wasn't that impressive). It used bsp files that contained the textures, objects, and shaders. Is there a wat that blender can export like this? Or is there a function that I can unwrap the current texture and shader and then apply it? Or do I just reasign the textres and shaders in DarkSHADER and in DBP, (this might cause some problems though). An example would be a sumarai sword I made. Its blade is a metalic texture with a shine shader, the handle is a texture with a no shine object shader, and the ring between the blade and handle is a gold texture with a shine shader. If I have to use dark shader and assign textures manually, then do I have to export each part of the sword, assign the textures and shaders, then group them together in dark basic pro (if that is possible)? I think that will take too much time and hard work, so if there is another way to make it nice and simple, please tell me
Not_Maindric
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Posted: 4th May 2009 05:35
Quote: "It used bsp files that contained the textures, objects, and shaders. Is there a wat that blender can export like this? "


.X files in general do not do that.

As for textures, just put the image file with the .x file in the projects folder.

As for shaders, as you have explained it, will require a bit of work.

BMacZero
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Posted: 4th May 2009 05:38
.BSPs are a very old file format. I don't believe Blender supports them. They're really only good for maps anyway.

Unfortunately, there is no good way I know of to export textures or shaders from Blender. I usually just use Blender for the mesh, and texture the object with Lithunwrap and Photoshop.

Fortunately, you don't have to make all the parts seperately to make this work in DBP. Save the model as one mesh, then you can do something like this to put different textures on the different parts of the objects.



SJH
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Posted: 4th May 2009 06:15
I tried lithunwrap and stuff but I don't think it fits me. It worked successfully (I mean the UV MAPPING) but unfortunately the map was too small to add any of the textures in adobe photoshop. Ok, let me rephrase the question: I have a mesh, a sword with a handle, a blade, and a handle ring. When I export it as a .x file its one mesh, so I need a way to add a different texture and shader to each part. Is there any way to accomplish this without too much trouble? (PS I heard that blender can UV Map and its UV Mapping makes large templates, which helps making the textures easier. I'm not sure, but all I want to know is how to give GOOD textures and shaders to meshes.
BMacZero
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Posted: 4th May 2009 07:01
You can use any size texture you want with a UV map, as long as it's in the right proportions.



Duke E
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Posted: 4th May 2009 10:19
Quote: "I have a mesh, a sword with a handle, a blade, and a handle ring. When I export it as a .x file its one mesh"


Quote: "then do I have to export each part of the sword, assign the textures and shaders, then group them together in dark basic pro (if that is possible)?"


If these parts are separate objects in Blender you can apply separate textures to them with Blender's UV editor, then make separate bumpmaps for each of those textures outside Blender.
The Blender parts/objects will be limbs in an exported .x file and in DBP you can then get the limb texture name for each part and use that texture name to apply the correct bumpmap/shader.

One thing i though, you can't multitexture limbs (not sure about separate shaders). I use this method to make objects from limbs and that method maybe of no use for you as the sword is a combined entity. Maybe have the sword handle, hilt and blade as separate objects and glue them together would work?

Regards
Don Malone
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Posted: 4th May 2009 14:27 Edited at: 4th May 2009 14:28
You will probably want to ask your Blender questions on the 3 Dimensional Chat board here on TGC.
There seems to have been far more discussion about Blender on there than on the programming side.


Marx Brothers and Dark Basic Professional Forever
SJH
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Posted: 5th May 2009 02:30 Edited at: 8th May 2009 07:36
Thanks guys for the answers. Don Malone I was considering which board to post my question, but since the obstacle was DBP not importing the shaders and textures, I decided to post this in here. Anyways, Duke E, intersting Idea. I attatched what the sword looks like to this message. The hilt, handle, and blade are different objects in blender. If I was to give you the sword's file, then would you construct a tutorial or make an example for me to follow (one that includes applied shaders, textures, and maybe even bumpmapping (though there are none). PS, to tell you the truth, this 3d model is the first I've made, textured, and added a shader to by myself, without a tutorial, so the quality of the sword is kinda bad. I made all the textures in photoshop, (which as also my first time making the textures), so pretty much everything is ameteur.

PSS, how do you change the background color of a blender render?

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BMacZero
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Posted: 5th May 2009 03:40
Not bad, especially seeing as it's your first.

Quote: "PSS, how do you change the background color of a blender render? "

Press F8 - you can change all kinds of stuff there.



SJH
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Posted: 5th May 2009 03:54 Edited at: 5th May 2009 03:57
Thanks BMac. One thing a friend of mine asked me when I showed it to him was "why is the blade rounded?" I'm not sure how to make certain parts of a model round and others straight. I just use subsurf and then extracts the points I want to be sharp and scale it so it is close enough to the other point, then I subsurf and smooth it. Ok, lemme rephrase that, I pretty much do it in a way that I can not have any straight segments. 1) How can I have smooth and straight segments on the same objects (I tried the make smooth button on certain vertices and faces, it does make the segment smoother but you can still see the faces, so It doesn't look that great without a subsurf level 3). I'd appreciate it if someone told me how to have smooth (as in can't-see-any-faces-rounded-smooth) with some segments that are straight.

Ok, back to the original question. If someone can, could they make a tutorial or example with Duke E's suggestion of texturing and adding shaders (and maybe bummpmapping) to seperate parts of an object in DBP. If not then could someone please tell of another simple way instead of importing the seperate parts of the object, adding shaders, textures, and bumpmaps, and then grouping them together in DarkBASIC Pro. If anyone wants to make a tutorial or help tell me a way to do all this stuff, I can give them the sword file in blender, a .x file, a .wav file, or the textures.

PS. I changed the picture of the sword. All I did was change the background color in the render.
Duke E
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Posted: 5th May 2009 06:23
At the moment i have very little time between work, rl stuff and my own projects to help with the code, sorry SJH.

My glue suggestion had a question mark to it as gluing objects can be somewhat quirky from my experience, and may not work as you glue multiple objects that's then going to probably be itself glued to a character model, you have to experiment. My main suggestion was to the Blender/.x file limb texture name interaction.

The sword looks great, just one thing about subsurf(ing). It is going to make a lot of polygons thats not needed for a relatively simple shape. Just make a triangle/pentagon cross section of the blade from edges then extrude in a couple of stages and rotate to get the curving of the blade. The extrude tool is the bread and butter of Blender imo, look up a tutorial, you wont be disappointed (no more Blender stuff i promise, i agree the 3D chat board is a better place Don).

Regards
SJH
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Posted: 5th May 2009 06:32
Thanks Duke E, but I already know of extruding. In fact, I did what you told me to do when I was making the sword: I made a square
plane) and subdivided an edge and dragged it out to make a pentagon. Then I extruded the shape up until I had to change the pentagon blade and add an extra face in the middle of the top of the blade (its sort of complicated to explain). Anyways, I did so, but I extruded so little for the blade, that the faces were obvious and personally I didn't like the look, so I added subsurfing. Are you telling me that instead of subsurfing I just extrude the blade more times to give it a round look?

I know I should have probably made another post in the 3d chat board about this, but this blender topic isn't the main questions (I will go into the board and add it later), but the main the main question of this forum was how to add blender objects to DBP with textures, shaders, and maybe bumpmapping. You've said some pretty good stuff, but I think you guys are right, maybe this post will get more answers in the 3D chat board. Thanks for the answers guys.
Duke E
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Posted: 5th May 2009 11:27 Edited at: 5th May 2009 20:18
Quote: "just extrude the blade more times to give it a round look?"


That would just make the lengthwise curvature less "jagged" apperance not the blade cross section. You did exactly as i would have done then i maybe had tried an 8 point circle if it looked too faceted... (no i promised ). It's about taste i guess. Just wanted to point out that using subsurf as a way to smooth an object for game models is wasteful polygon wise where a subdivide would be sufficient but more work =).

Regards

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