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DarkBASIC Professional Discussion / Load Object Trouble

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joe_cool
15
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Joined: 16th Jun 2011
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Posted: 22nd Jun 2011 20:35
So I've been trying to logically go about implementing an object file from turbosquid.com into my project. I'm not sure if I want to purchase TreeMagik yet, so I went there and found a nice tree for myself. I then noticed it wouldn't load. All relevant files are in the directory, and I think it should be compatible, as it is a .3ds. I was able to load it in Blender by doing Import>3DS. Via this same method, I was able to load the pelican object that came with Dark Basic. So my theory was that as long as I put all the relevant files in the same directory as the project, I would be able to load the object into my program. This was not the case. I attempted to load both the pelican and the tree (not at the same time), and both times I got the same result, even though all relevant files were in the directory with the project. This result was a blank black screen. The following code was used:
Rem ***** Main Source File *****

Sync On
Sync Rate 60
Backdrop On

load object "pelican.3DS",1

position camera 0,50,-250

Do

Sync
Loop

Nothing special. I noticed, though, that when I replaced the load object command with a make object cube command, I got the usual backdrop with a spinning cube. So it would seem that the only problem is actually with loading the file itself.

And it won't make one bit of difference if I answer right or wrong. When you're rich, they think you really know! If I were a rich man...
- Reb Tevye, Fiddler on the Roof
Green Gandalf
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21
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 22nd Jun 2011 23:30 Edited at: 22nd Jun 2011 23:54
I think you'll find that the demo uses "pelican.x" not the 3ds version. If you can load the 3ds models into another modelling package try exporting them as X files.

I couldn't get the pelican.3ds file to load either.

Edit Just tried my own advice using MilkShape's DirectX 8 exporter. The exported X file loads immediately into DBPro. See attached zip file.
joe_cool
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Joined: 16th Jun 2011
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Posted: 23rd Jun 2011 04:33
So I managed to install an addon for Blender that can export .x files. It took a long, long, time though. So are you saying that we basically cannot load the .3ds's? Even though the help file says we should be able to?

Also, I noticed that I had to zoom in the camera a lot more on the object than this guy did in his tutorial:
http://www.youtube.com/watch?v=iFD24G8nu8M&annotation_id=annotation_370330&feature=iv

my code ended up saying:
position camera 3,2,-7

his said:
0,50,-250

So how do we manage the size of our objects as we implement them into the game? There seems to be a severe lack of regularity here, especially when I convert from .3ds to .x.

I guess the question really is, are the trees from TreeMagik really, really huge or something?

Another question, does the coordinate plane have a boundary before the set of integers ends, or +/- 2,147,483,647?

Another off topic question: I seem to have accidentally deleted the contents of main.htm, the main contents of the help file. Could someone post it up? Thanks!

And it won't make one bit of difference if I answer right or wrong. When you're rich, they think you really know! If I were a rich man...
- Reb Tevye, Fiddler on the Roof
baxslash
Valued Member
Bronze Codemaster
19
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Joined: 26th Dec 2006
Location: Duffield
Posted: 23rd Jun 2011 12:02
Quote: "I guess the question really is, are the trees from TreeMagik really, really huge or something?"

That depends how big you scale them. Just use "scale object" to make them bigger / smaller. It's all relative...

Quote: "Another question, does the coordinate plane have a boundary before the set of integers ends, or +/- 2,147,483,647?"

Can't say I've ever reached the edge so hard to say... just keep your units to a reasonable size and scale objects to fit it.

Quote: "Another off topic question: I seem to have accidentally deleted the contents of main.htm, the main contents of the help file. Could someone post it up? Thanks!"

Sure, attached!

Indicium
18
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Joined: 26th May 2008
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Posted: 23rd Jun 2011 12:43
Quote: "So I managed to install an addon for Blender that can export .x files. It took a long, long, time though. So are you saying that we basically cannot load the .3ds's? Even though the help file says we should be able to?"


Well if memory serves, Dbpro CAN load 3ds. But there is such variety among 3ds formats that some simply won't load, so it's better to go with a more standardized format such as X.

Green Gandalf
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 23rd Jun 2011 13:18
Quote: "Well if memory serves, Dbpro CAN load 3ds."


I've heard that rumour too.

It would be nice if DBPro could actually load the models that come with it - like the "pelican.3ds" model. Of course it's just possible that I didn't wait long enough for the model to load . The X file version exported from MilkShape of the same file loaded first time and instantly. That was actually rather weird - I usually have problems exporting X files from MilkShape.
DVader
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Joined: 28th Jan 2004
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Posted: 25th Jun 2011 15:40
I think it is a throwback from it's first release when 3ds objects were officially supported. Obviously many things have changed since then, and .x is now the only viable object type to use bar .dbo, and normally you will need the .x first, to then convert to dbo yourself.

I agree any objects included with DB, you would imagine would load up in it. I imagine they forgot/didn't bother to update the pelican when they started changing things. NOt the only changes of course. Anyone else remember how big BSP was going to be with DB Pro lol? I remember being a little dissapointed with that on release.

http://s6.bitefight.org/c.php?uid=103081

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