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DarkBASIC Professional Discussion / Placing the other products inside this product

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Andrew
22
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Joined: 23rd Aug 2003
Location: United Kindom (what makes it important?)
Posted: 24th Aug 2003 21:52
How do you place a darkMATTER person onto the game?
How do you place a background from Texture Maker into the game?
How do you place a building from Cartography Shop into the game?
Can i make it into a .exe file then burn it to CD?
I dont yet have the software - should get it soon but really want to know how this works, so if you have done this could you please share it with me please.
Thanks.
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 24th Aug 2003 21:54
load object "<filename>",1

load image "<filename>",1,1

load bsp "<filename>",1

F5 and yes.

Pneumatic Dryll
Mentor
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 24th Aug 2003 21:56
and you can`t get much more concise than that


Mentor.
Andy Igoe
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Location: United Kingdom
Posted: 24th Aug 2003 21:57
However do not forget that this is a programming BASIC language and despite it's obvious ease for many simple tasks, there is the less obvious, for instance, that load object could soon become...

load object "<filename>",1
rotate object 1,270,270,0
scale object 1,9000,9000,9000
fix object pivot 1
set object transparency 1,1
set object cull 1,0
set object ambient 1,0
set object light 1,1
scroll uv texture 1,0,50
...
...

You get the idea

Pneumatic Dryll
Andrew
22
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Joined: 23rd Aug 2003
Location: United Kindom (what makes it important?)
Posted: 24th Aug 2003 22:06
I sure get it now but 1 more thing, say i am moving a man, and some other guy was attacking me, how does he attack, what codes do you need for that?
Andy Igoe
23
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Location: United Kingdom
Posted: 24th Aug 2003 23:01
oh boy.

Can we start with something less vague, a small specific problems, before we get onto the makeFinalFantasyMMORGgame() function please

Pneumatic Dryll
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Posted: 24th Aug 2003 23:25 Edited at: 24th Aug 2003 23:26
what PneumaticDryll is trying to say is, we get an awful lot of people who buy DB and think they can make some clone of a major game before their friends come round for the weekend, and when that doesn`t happen then they lose interest and decide it`s too hard, we lose more interested people that way , in answer to your question, you could just have the other object open fire when it gets close, or you could have it "ram" the player and every hit would cause damage, it just depends what kind of game it is, if you wanted, a medic model could repair the player, haveing a language rather than a game maker allows you to do anything you can describe in the language, the languge has it`s instructions chosen to allow you to make up sequences of instructions that allow you to do anything you want, and you can also make your own functions to expand on the language you already have, cheers.

Mentor.
Andrew
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Joined: 23rd Aug 2003
Location: United Kindom (what makes it important?)
Posted: 24th Aug 2003 23:28
I just wanted to find out some information on how easy it is, ok it's not easy (hard to begin with) but i guess the more you play around, the better you get, i really thank you for the help
And PneumaticDryll i wasn't actually going on about Final Fantasy
Andy Igoe
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Location: United Kingdom
Posted: 25th Aug 2003 00:14
hehe Andrew, that's an in joke - stick around here long enough and you'll see why

Pneumatic Dryll
APEXnow
Retired Moderator
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Joined: 15th Apr 2003
Location: On a park bench
Posted: 25th Aug 2003 00:21
PneumaticDryll, I had to hum and ha over your reponse to loading Cartography Shop files into DB since the BSP/PVS compiler doesn't work fully as yet so you're still limited on what you can do.

I would have suggested that you export the map from CShop and use:

Load Object "map.x", 1
Load Object "map_lm.x", 2
Ghost Object On 2, 1

Or alternatively, use my CSM file importer from my website in the tools section.

APEX!

MSI/AMD Athlon 1300, 256Mb, 60GbHD, SoundBlaster Live!, GeForce 4 MX440-64Mb, Win2K, DX9, DarkBASIC Pro(PUv4.1)
Andy Igoe
23
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Location: United Kingdom
Posted: 25th Aug 2003 00:24
Yeah so did I, but one step at a time eh I use .x import too from CS

Pneumatic Dryll
richvstone
22
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Joined: 9th Aug 2003
Location: Arizona
Posted: 25th Aug 2003 03:13
Can DBPro work with files exported from Maya?
APEXnow
Retired Moderator
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Location: On a park bench
Posted: 25th Aug 2003 05:18 Edited at: 25th Aug 2003 05:22


richvstone,

I couldn't tell you to be honest. If it supports .X or 3DS exportation, well basically, any exported format that DBPro supports on the box, then yes. Otherwise you may need to use an independent file, file import/export program. Someone else should answer this

PneumaticDryll, at least there's some support




MSI/AMD Athlon 1300, 256Mb, 60GbHD, SoundBlaster Live!, GeForce 4 MX440-64Mb, Win2K, DX9, DarkBASIC Pro(PUv4.1)
Guyon
23
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Location: United States
Posted: 25th Aug 2003 06:52
"I just wanted to find out some information on how easy it is, ok it's not easy (hard to begin with)"

Andrew All it is, is Basic. If you understand Basic then you should be fine with this package.

If not then hit the web and look at some Basic tutorials, if it seems logical then know that DBpro as some nice additions to give you some more power. though some of the power commands are not explained well in the book and there are many nice folk around to help you over that hurdle. BTW there is a Dark BASIC beginners for for sale.
Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 25th Aug 2003 08:04
I learned DB as my first attempt at programming ever when I was 10/11. It really is *basic*, but if you're used to klick-and-play things than you'll have to look at it from a whole different perseptive, or you'll be slowed down by it... it's a very different approach.

Dark BASIC for Beginners is a good book I hear, you might want to look into it .

--Mouse

Famous (Avatarless) Fighting Furball
MicroMan
22
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Joined: 19th Aug 2003
Location: Stockholm, Sweden
Posted: 25th Aug 2003 09:17
Oh, pneumaticdrill... That's easy! First you create the control loop, then you code the keyboards and mouse and joystick scan functions (yes, plural!). After that you code the game graphics and resource maintenance functions (still plural). After that you code the many functions of the finite state machine AI system. Oh, and NOW you get to the fun part of writing the coordinate functions to make the gun entity work together with the player entity, and the spawning of the bullet entity -- followed by the trace functions that check if you hit what you're aiming at.

Not hard at all, right!? )
MicroMan
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Location: Stockholm, Sweden
Posted: 25th Aug 2003 09:21
That last message was for Andrew, not PneumaticDryll.

Sorry!
Andrew
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Joined: 23rd Aug 2003
Location: United Kindom (what makes it important?)
Posted: 25th Aug 2003 13:23
Hey thanx all

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