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Max P
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Posted: 5th Sep 2012 00:44 Edited at: 5th Sep 2012 00:45
@Hell_666
It looks like you made your map with Mapscape. By default Mapscape combines all objects with the same material into one large limb, so the box created for the bounds will be around all these objects. So it is probably the size of your entire map. Mapscape has an export option to export individual limbs, if you use this everything should work fine.

@Everyone
Sorry for the long time without updates, but I was on a vacation and I just moved to a new place and internet wasn't working yet. But I'm back now and with internet so a new update to the dll will be finished soon.

The latest version (1.0.2) is available for download. There are some small bug fixes.

MrValentine
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Posted: 5th Sep 2012 01:13
Quote: "The latest version (1.0.2) is available for download. There are some small bug fixes."


Just have to wait for the download page to update...

not to worry Max we love you for this plugin!

Hope the new house is lovely make sure to print out the DO Logo and put it up on a wall

Looks like Hell was suppering from the same issue I had with 3DWS...

Max can I ask you to mod that 3DWS converter to export a .X model as I found it is actually the DBO file that was giving texture issues...

Thanks in advance

Hell_666
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Posted: 5th Sep 2012 09:24 Edited at: 5th Sep 2012 10:12
The problem is ALL of my objects are not visibles, even cubes ...



With this simple code, it don't see my cube :


So, it's not a problem with MapScape ...

Will the DLL be in the official update ? TGC download is dba libs.

PS : I've exported my map with the ".dbo (multi limb)" option in MapScape.

Eternal suffering ...

I'm french
Max P
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Posted: 5th Sep 2012 18:26
@Hell_666
I just found out it was a problem I created myself. I updated the lod system, but forgot to add the default object at range 0, so you have to use
for every object now. I will fix this as fast as possible and release a new update.

Quote: "Will the DLL be in the official update?"

Yes, it will be in the official update, but not yet. All the basic stuff is working, but other things aren't working yet, such as the creation of bounds.

Quote: "Max can I ask you to mod that 3DWS converter to export a .X model as I found it is actually the DBO file that was giving texture issues..."

I'll see what I can do

And the house is really nice btw

MrValentine
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Posted: 5th Sep 2012 18:32
Quote: "I'll see what I can do "




Quote: "And the house is really nice btw"


Wish we could all visit for some



Hell_666
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Posted: 5th Sep 2012 18:53
It works, thanks a lot for your support, I appreciate to see someone work hard to do a great job and help users

This plugin is surely one of the best dbpro plugin

Eternal suffering ...

I'm french
Hell_666
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Posted: 5th Sep 2012 19:33 Edited at: 5th Sep 2012 21:22
Sorry for double post, I added my map to Dark Occlusion, but I've some problems, here a screen showing it :



I use this :


If I use the flag -MapObj, I've an error because the object bound is too big. Have you any advices please ?

Thanks a lot

EDIT : In fact, it's most important that the map hide other objects high poly or lots of objects, but if I use ForceObjectLimbVisible my map become invisible ...

Eternal suffering ...

I'm french
Xystus
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Posted: 29th Sep 2012 00:45
i can“t make dark occlusion to work correctly.
I have tried with two different computers:

1 - C2C 6600 - 2gb RAM - NVIDIA 8800 - WIN XP 32 bits - DBPRO 7.62 with no plug ins installer. (only dark occlusion)

2 - C2C 7300 - 4 Gb RAM - RADEON HD5850 - W7 64 bits - DBPRO 7.62 with a lot of plug ins installer)

In the first computer i had an dll missing error that i have solvented copying msvcp71.dll and msvcr71.dll in system32 folder because it not worked copying the dll to the exe folder.

In both computers i have this result:

Dynamic Limbs sample all blue:



Dynamic Object sample all blue:



Level of detail sample works perfect:



Properties sample all blue:



Simple Scene works but have random disappear of bulding in every second:



In full screen mode my both computers crashes or i only see a black screen

Max P
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Posted: 29th Sep 2012 15:54
@Xystus
You have to call OC_AddObjectLod(objID, objID, 0) after adding an object. This bug was created in the last update and I haven't had time to release a new version. I'll try to finish the new version today or tomorrow.
You can check the help files for the fullscreen problem (in the 'guides' section)

Xystus
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Posted: 29th Sep 2012 16:22
yes, it work fine with OC_AddObjectLod.
I saw how fullscreen mode works and it works fine too.
I will wait for the new version anyway to make new experiments
Thank you for your support...
MrValentine
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Posted: 8th Oct 2012 03:04
Max P - Any news on the .X converter [you know the one for 3DWS]

Olby
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Posted: 26th Oct 2012 14:38
@Max P - Have you released the DLL version, I haven't seen any updates on that. Thanks.


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
Max P
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Posted: 26th Oct 2012 14:50
@MrValentine
I haven't looked at the converter yet. I'm verry busy at the moment, with school, dark occlusion dll, the ultrabook contest and some personal problems. But the new dll version has a build-in converter for complex objects so I am not sure if I will update the converter.

@Olby
No, it has not been released yet. I want to it to be complete and bug free before releasing it, I don't like releasing a product that isn't completely finished yet. But I can assure you that I am working on it.

Olby
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Posted: 26th Oct 2012 16:49
Quote: "No, it has not been released yet. I want to it to be complete and bug free before releasing it, I don't like releasing a product that isn't completely finished yet. But I can assure you that I am working on it."


No worries Max, take your time. I agree, applications should be tested and debugged thoroughly, unfortunately we're getting a lot unfinished tools released around here. Looking forward to the dll version.


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
basjak
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Posted: 10th Nov 2012 20:02
I have a mode with vast amount of polygons (due to machine design so I can't reduce the amount of polygons)

does this plugin make it faster for one object that has plenty of polygons where all the model must appear on the screen in one go.

MrValentine
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Posted: 10th Nov 2012 20:28
basjak, for a quick reply from me, if the model uses limbs, I see no reason for it not working...

Max P
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Posted: 11th Nov 2012 13:27 Edited at: 11th Nov 2012 13:27
@basjak
MrValentine is right, if the model is separated in multiple limbs there will be no problem at all. If this isn't the case you can cut the object in multiple pieces, the upcoming dll version has an automatic command for this, but it won't be released for the next few weeks because of school and the 'app innovation contest' at codeproject/intel. (For those who are interested, here is my article: [link])

basjak
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Posted: 18th Nov 2012 14:53
anyway am in

MrValentine
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Posted: 28th Dec 2012 00:18
Max P - Dying for an update on the DLL, and how did your entry go for the competition is it over yet?



ale870
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Posted: 9th Jan 2013 12:40
Hello,
I just bought dark occlusion, but I cannot find any example, tutorial/help file.
In PROJECT dir there is nothing.
Please can you help me?

Thank you!

--Alessandro
MrValentine
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Posted: 9th Jan 2013 13:32
Hi ale870, have a look in Help folder

ale870
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Posted: 9th Jan 2013 13:37
oh, thank you, I was looking for in project examples where there are every other example!

--Alessandro
MrValentine
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Posted: 9th Jan 2013 13:46
Actually Enhancements is also in there...

Juggernaut
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Posted: 9th Jan 2013 15:34
@Max P: Hello, does Dark Occlusion work along with Blitzwerks terrain 2.23 without any issues ? Is Dark Occlusion available for Dark GDK 1.0 and Dark GDK 2.0 ?
MrValentine
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Posted: 10th Jan 2013 01:02
Appears as if Max P is busy... last I know is he is still working on a DLL version, so until then I doubt it will work with them...

Hope this is accurate and helpful...

Max P
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Posted: 10th Jan 2013 01:41 Edited at: 10th Jan 2013 01:50
Quote: "Appears as if Max P is busy..."

Yes I am... but I am still working on the dll, I have made a few updates. It should be a lot faster now, it also automatically creates bounds for models.
The functions have been cut down to a minimum, for now: "Set object Occlusion <objectID>, <mode>" and "Update Occlusion <cameraID>"
The latest demo is attached.

@Juggernaut
Dark Occlusion should work with Blitzwerks terrain, I haven't tested it because I do not own Blitzwerks but I can't think of a reason why it shouldn't work. Dark Occlusion doesn't support Dark GDK by default, but someone made a wrapper for Dark GDK if I remember correctly, you can search the forums for it. edit It was for PureGDK, not sure if it can be used for Dark GDK, but the post can be found here: http://forum.thegamecreators.com/?m=forum_view&t=195155&b=38
The dll version will support Dark GDK.

MrValentine
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Posted: 10th Jan 2013 03:08
Max, PLEASE RELEASE THE DLL UPDATE SOON that thing is beautiful!!!!!!!

I have been waiting for you to improve this so that I can utilise this plugin, also I think I know a way to overcome my 3DWS issues, I simply create limbs from an entire model... and load them in individually...

Still a concept at this stage...

I do all I can to help promote your plugin, and as soon as the DLL is out I can probably promote it more elsewhere and drive traffic here

That is the least I can do as I have already bought this...

Juggernaut
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Posted: 10th Jan 2013 11:58 Edited at: 10th Jan 2013 12:01
Hello MaxP,

Thank you for your answer.

Do I have to follow a definite guideline that I must adhere to while creating my 3D models and game levels so that Dark Occlusion can work properly ?

Is there any way Dark Occlusion imposes any restriction on 3D modelling or am I free to model in any way I can ?


@Mr.Valentine: Can you please confirm if Dark Occlusion 1.0.2 works with Blitzwerks terrain version 2.3 without any issues ?
Max P
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Posted: 10th Jan 2013 14:05
Quote: "I do all I can to help promote your plugin, and as soon as the DLL is out I can probably promote it more elsewhere and drive traffic here"

That would be great, thanks
I'll finish the basic functionality and release a beta version that you can use, then I will add stuff like Level of Detail later.

@Juggernaut
Your map should be build with single objects or limbs. The best way is to load each model individually and place it in the right position along with a 'bound' mesh, wich is a low poly version of the actual model. There are no restrictions for 3d modelling.

Juggernaut
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Posted: 10th Jan 2013 17:10
Quote: "@Juggernaut
Your map should be build with single objects or limbs. The best way is to load each model individually and place it in the right position along with a 'bound' mesh, wich is a low poly version of the actual model. There are no restrictions for 3d modelling."


If my 3D objects are tied down to 1 limb only then how can I have animated 3D characters which have multiple limbs (bones).

Moreover a complex 3D model can be comprised of smaller 3D models resulting in large number of limbs within one 3D model - so in that case Dark Occlusion will not work ?
MrValentine
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Posted: 10th Jan 2013 17:17
Grouping should be available and should fix the model with many limbs issue...

You should aim to have a limb for each object... and break them apart... specially if they are static objects... and manipulate them individually... do you require a video showing this?

Juggernaut
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Posted: 10th Jan 2013 18:48
Can you please explain in a bit more detail ? Suppose I have a complex character which is made up of 25 separate 3D mesh / object each containing 10 bones, then what do I do to make Dark Occlusion work ?
MrValentine
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Posted: 10th Jan 2013 19:24
If you look on the first page [I have 100 posts on view] the first 30-100 posts have very relevant information and code...

If you are still stuck I suppose Max can come back when he is free

Juggernaut
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Posted: 11th Jan 2013 00:01
Ok. Let me ask MaxP then.

@MaxP:

Suppose I have a complex character which is made up of 25 separate 3D mesh / object each containing 10 bones, then what do I do to make Dark Occlusion work ?
Max P
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Posted: 12th Jan 2013 15:12
@Juggernaut
For a character it is the best to use a simple box for the entire model. If you really want accurate occlusion you should add each limb to the occlusion system:


Juggernaut
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Posted: 12th Jan 2013 15:50
@Max P:

1.Does Dark Occlusion have any issues with Sparky's collision dll ?

2.If I use Dark GDK in my game code and convert into dll to be used
from within Dark Basic Pro, will occlusion culling work ?
For example the loading of the models in my scene is done by Dark GDK code in dll form invoked from within Dark Basic Pro. Will Dark Occlusion be able to do occlusion culling and other optimizations on those objects ? Or is it mandatory to load all the 3D objects from within Dark Basic Pro ?

3. Does Dark Occlusion accompany detailed documentation on how to implement each of its available features with code examples ?

4. Any other issues / limitations with any other plugins in Dark Basic Pro that I should know before I make my order ?
Max P
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Posted: 13th Jan 2013 16:59 Edited at: 13th Jan 2013 17:00
@Juggernaut

Quote: "1.Does Dark Occlusion have any issues with Sparky's collision dll ? "

Nope, no issues.

Quote: "If I use Dark GDK in my game code and convert into dll to be used
from within Dark Basic Pro, will occlusion culling work ?"

Not quite sure what you mean but if it is possible to call 'exclude object on' on the objects then Dark Occlusion should work, cause it uses the default DarkBASIC functions.

Quote: "3. Does Dark Occlusion accompany detailed documentation on how to implement each of its available features with code examples ? "

Yes, all the commands are documentated and there are a few examples for the basic usage of Dark Occlusion. If you need more specific answers you can always ask on the forums.

Quote: "4. Any other issues / limitations with any other plugins in Dark Basic Pro that I should know before I make my order ?"

- You have to keep the objects in your map separated.
- You have to create low poly bound objects for your models, although this can be done automatically by Dark Occlusion if you don't need perfect models.

MrValentine
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Posted: 11th Apr 2013 22:27
Hey Max, Been a while, any news on the DLL version?

Max P
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Posted: 13th Apr 2013 18:39
Time really flies by... but I have a stable version of the dll now, I will write the documentation and release it today or tomorrow
The latest demo is attached.

The dll only has all the basic functionality:


MrValentine
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Posted: 13th Apr 2013 19:26 Edited at: 13th Apr 2013 19:27
Basic or you mean the same as the current release? Please release it only when it matches the current release features, then add on top of that

Thanks buddy

Also will it be CC++/C#/.NET supported?

Max P
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Posted: 14th Apr 2013 14:51
It works better and faster then the current release but it doesn't have as many features like Level of Detail and object properties. Everything you need for the occlusion culling works though.

Quote: "Also will it be CC++/C#/.NET supported?"

It needs DarkBASIC to run properly cause it calls internal functions from DarkBASIC.

MrValentine
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Posted: 14th Apr 2013 15:30
Thanks, cannot wait to put this into practice again

Max P
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Posted: 14th Apr 2013 15:34
All the files are sent to TGC, so you should be able to download the new version within a few days.

MrValentine
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Posted: 21st Apr 2013 05:10
Max P - I get an issue when I recover from Device lost, not sure if this was mentioned already, if so please link me, otherwise, the issue I have is, objects randomly cull, I thought this was because the camera was moved, so I stuck the camera at 0,0,0 locked screen and unlocked and it recovered and then as I moved, objects randomly culled...

Can you email me and maybe I can show you on Skype or make a video for you...

Thanks...

Note, still waiting on the DLL to be installed in my Download area, just saying

World Class Multimedia
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Posted: 23rd Apr 2013 16:38 Edited at: 23rd Apr 2013 16:42
I just bought Dark Occlusion and, after installing it, I do not see it in the Dark Basic Pro licensed plugins folder nor are there any project examples where all the other plugins have their example projects nor is there any serial number or license key in my TGC licensed files and activations area.

Where are the example project files?

I downloaded it from my account and installed it in the default folder where Dark Basic Pro is.

Thanks.

Mike

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World Class Multimedia
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Posted: 23rd Apr 2013 16:49
I found it. Weird place to put it! It's in the EDITOR folder and the examples are in the HELP folder.

Mike

YOU DREAM IT - WE CREATE IT!
www.world-class-multimedia.com
For world-class virtual instruments - www.supersynths.com
MrValentine
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Posted: 2nd May 2013 00:07
Finally got the DLL version today, but this time I see no improvement with DOcc nor does it work after I recover from a DXFlush... everything is just hidden on recovering and reloading... my flush recovery code works perfectly and has been tested extensively, just DOcc is causing me delays and looking to be a dead investment sorry to say...

Although I have not tested a limbed object yet, only tested with randomly generated randomly positioned static and dynamic cubes...

Does Docc DLL support limbs yet as I cannot see any code relating to this functionality...

[Goes off to test limbed object]

Please help...

Max P
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Posted: 2nd May 2013 00:40
@MrValentine
Recovering from a DXFLush is somehting I haven't looked into yet. I will take a look at it this weekend. It should be fixed rathed quickly.

There is no limb support for the dll. This was originally planned for the first release but due to a lack of time I decided to release a stable version with the basic functionality for objects first. For static objects you can simply convert the limbs into objects. Dynamic objects (like characters) work best when added with a box occluder and transparency enabled.

Quote: "but this time I see no improvement with DOcc"

Strange that you get no improvement, even with simple cubes I get a huge improvement in speed. How many cubes are you using? and what scale are they?

MrValentine
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Posted: 2nd May 2013 00:58
I had issues when allowing random 250 I set max random to 50 and things were better, but with rotation, the occluders were out of sync with the objects...

1000-5000+

Kuper
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Posted: 10th Jun 2013 22:53
Take a look for new Dll .Now we have "Set Object Transparent" for trees and other objects with alpha mapping!! good work! dark occlusion and dark dynamix are two dlls which must have everybody.

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