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3 Dimensional Chat / How do I export UVW / Texture maps from 3DS Max 2011 to DBP?

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MjG0001
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Posted: 20th Jan 2011 03:27 Edited at: 22nd Nov 2011 16:18
Does anyone here know how to create and export UVW / Texture maps from 3DS Max 2011 v13 to use in Dark Basic Pro? YouTube wasn't much help.
Quik
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Posted: 20th Jan 2011 09:02
Quote: "create and export UVW / Texture maps from DBP to use in Dark Basic Pro? "


u are creating an UVmap in Dark Basic Pro and want to export it to.. Dark Basic Pro...?


[Q]uik, Quiker than most
MjG0001
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Posted: 20th Jan 2011 09:28
LOL... I did say that didn't I. Brain damage. Anyways... ... I just figured it out. I'm going to explain how I did it in case anyone else needs to know...

1.) You have to UV unwrap your object THEN export it. It will ask if you want to preserve the coordinates. Click YES. Do NOT export an object BEFORE you UV unwrap, or the coordinates will not match up with your UV map.

2.) Now Flatten, render, and save your UV map.

If you export an object without doing the UV unwrap first, and then going back and do the UV unwrap and bitmap editing, the model will not be mapped correctly to the bitmap when you load it into DBP. Do it in order or you will be scratching your head for an hour like I was.
Van B
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Posted: 20th Jan 2011 13:36
Yeah, it's always best to leave saving your UV map line image til last. I tend to add it as the top layer on my texture, with a multiplication or lighten setting, then use it as a guide when drawing the texture. Once you start doing that, textures get better and better. Also, it's nice to have something like Deep Exploration - even just the demo version is handy, because it'll update it's textures as you save them. I make changes and save them in an art package, then Deep Exploration updates and shows me the results on the actual model. It's what dual monitor setups were designed for .

Health, Ammo, and bacon and eggs!
MjG0001
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Posted: 23rd Jan 2011 14:42
I just got done making a superb model and found out that DBP apparently has a polygon / vertex limit when loading models. Seems to be around 200 to 300 polygons.
Link102
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Posted: 23rd Jan 2011 15:32
Time to split the model

Eminent
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Posted: 23rd Jan 2011 16:59
Trololol. 200 to 300 polygons? Nah. It's way higher than that. I can handle about 2 million polygons with DBP at 15 fps(1mil at 30fps).


Hassan
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Posted: 23rd Jan 2011 18:02
Seems to be around 200 to 300 polygons ? games wouldn't exist

MjG0001
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Posted: 23rd Jan 2011 22:06
When I load models that are under 300 poly DBP works fine. When I go over that it hangs and I have to start the task manager to shut it down ( Not Responding ).
MjG0001
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Posted: 23rd Jan 2011 23:43
OK, I have a consistent metric now: Uncompiled, it takes 20+ seconds to load 4,000 polygons into DBP on my system / configuration. Meaning, it would take about two minutes to load my 28,576 poly model I just finished. ?
Eminent
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Posted: 24th Jan 2011 02:18
What kinda spec you running there? I can load a 900 poly model in less than a second.


MjG0001
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Posted: 24th Jan 2011 02:45
Yeah, it doesn't make any sense. I'm doing something wrong. I don't know where the problem is... 3DS export process, DBP import process, both, neither.

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MjG0001
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Posted: 24th Jan 2011 08:24
I'm working on two big projects at the same time. If you guessed that me and my cat are unemployed, your right.
MjG0001
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Posted: 24th Jan 2011 08:26
My brother lives in World of Warcraft. I watched him play that the other day and noticed how awesome the light affects and shadow affects are. Is that possible with DBP? How do dat? All I know at this point is to use transparent plains and sprites to generate some of those affects. Shadows, I have no idea how to do that.
MjG0001
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Posted: 24th Jan 2011 15:10
I'm also curious what tools one needs to build great games. I have the DBP Studio and 3DS Max 2011. I plan on getting an audio converter and FL Studio for original music. I got a trial version of ZBrush, but I'm not too impressed with it. I know I need the TGC World Studio, but I don't have the money for that at the moment. I completely don't get Dark Voices. Haven't messed with Dark Physics at all. I wish I had a friend to work with on these projects.
AutoBot
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Posted: 24th Jan 2011 17:48 Edited at: 24th Jan 2011 17:49
The light effects/shadows are just achieved with real time light mapping, and I'm in the same boat as I'm not sure how DBPro implements that either.
I'd suggest to just keep learning the 3DS, along with DBPro. In addition to that you can decide however you want to create your assets. This could be achieved through a 3D modeller (3DS in your case), 2D image editor for textures and all else relating to that, music creation, such as using FLStudio, shader creation (using Dark Shader), other custom tools that TGC has (Plant life, 3D world studio, and a million others), and tons of plugins to help present those assets, in your game, the best way that you can. Personally I would stick with 3DS when making levels, from what I've seen the work's a little harder, but the results are more satisfying.


MjG0001
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Posted: 25th Jan 2011 01:22
On an unselfish note, I've learned a lot about 3DS Max 2011 v13. If anyone has questions... I might be able to help now. At first it was duanting. Now I look at like I do MS paint. It's terribly simple, just feature rich. Don't be flustered, just be patient.

Again, if anyone can help me learn how to use light / shadow mapping, that would be ultra appreciated.

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