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DarkBASIC Professional Discussion / looking for a DLL if it exists (combining models)

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PAGAN_old
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Posted: 15th Mar 2010 15:48
Can someone point me to a dll that migh help me in my application i am making. I am looking for something that can combime miltiple models into one and export them as one .dbo or .x file. Does anything like that exist?

dont hate people who rip you off,cheat and get away with it, learn from them
Indicium
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Posted: 15th Mar 2010 22:18
I actually think that's core dbpro, but I'm not sure how. I could be wrong though.

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luskos
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Posted: 15th Mar 2010 22:25
Something if you have model of a table and model of a bird when you combine you get flying table?If you want to combine two models get some 3d editor, search in google or the forum.Combine two models and export them to x, then to dbo...but the result might look something like flying table in the end, depends on skills...

Where there is a will, there is a way.
I often edit my posts, that`s who i am
PAGAN_old
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Posted: 16th Mar 2010 00:01
no i am making an editor program, and what i want to do is import multiple models, place them and have all of them exported as a single .dbo/.x model.

dont hate people who rip you off,cheat and get away with it, learn from them
Indicium
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Posted: 16th Mar 2010 00:03
I think you can add objects as limbs and then save the object.

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Mobiius
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Posted: 16th Mar 2010 00:19
Quote: "I think you can add objects as limbs and then save the object."

Yes you can.

Quote: "I actually think that's core dbpro"

Yes it is.

My signature is NOT a moderator plaything! Stop changing it!
PAGAN_old
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Posted: 16th Mar 2010 01:39
well i had problems with adding them as limbs because the textures on the limbs dont show any more and the position offset and the scaling was different and stuff became way too complicated for me to get workingd the way i want and i failed at rewriting all the code for selecting/rotating/scaling/ positioning using limb commands and i still couldnt figure out how to make the new limbs keep the original textures. Basically i completley failed thats why i was kinda hoping that there is a dll that handles the whole thing.

dont hate people who rip you off,cheat and get away with it, learn from them
IanM
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Posted: 16th Mar 2010 15:52
PERFORM CSG UNION is the command, however read the description in the help before you use it. In addition, I believe that it has problems with certain mesh types, although I can't remember the details right now.

PAGAN_old
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Posted: 16th Mar 2010 18:33
what does that command do exactly (i dont have DB installed right now so cant look it up)

dont hate people who rip you off,cheat and get away with it, learn from them
Dragon Knight
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Posted: 18th Mar 2010 03:45 Edited at: 18th Mar 2010 03:46
Also Note:
You must ensure that the CSG object used has not been internally rotated, scaled or translated and that it visually represents the pure geometry data stored in the mesh.

//List of CSG Commands
PERFORM CSG UNION TargetObject, BrushObject
PERFORM CSG DIFFERENCE TargetObject, BrushObject
PERFORM CSG INTERSECTION TargetObject, BrushObject
PERFORM CSG UNION ON VERTEXDATA BrushMesh
PERFORM CSG DIFFERENCE ON VERTEXDATA BrushMesh
PERFORM CSG INTERSECTION ON VERTEXDATA BrushMesh

The brush object is used to modify the target object


Example given by the 'help' source code, scary huh?


PAGAN_old
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Posted: 18th Mar 2010 12:49
so what if i did move rotate and scale it and THEN performed CGS union? do i have to do something else before i do CGS union after i moved/scales objects?

dont hate people who rip you off,cheat and get away with it, learn from them
RUCCUS
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Posted: 18th Mar 2010 14:48
I dont see why you cant just use the original method of adding them as limbs and retexturing each limb with the TEXTURE LIMB command. Been a while since Ive touched DBP but Im pretty sure that would work.
IanM
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Posted: 18th Mar 2010 15:32
You can fix the scale and rotation of an object by making it into a mesh, then making an object from the mesh.

All rotation and scaling will be lost, and all limbs of the original object will be combined to form the mesh. That's what you need to allow CSG union to work.

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