Place the textures assigned to your model in the same folder, and DBPRO will load the textures automatically when using the usual Load Object command (If using 3D World Studio, you will have to export the lightmap if you use the DBO format). All fine and dandy.
The problem is the Save Static Objects & Load Static Objects commands. In the documentation it says:
Quote: "This save operation will also note any textures and lightmaps that have been loaded or generated for the universe.
"
I do not use GameFX library lightmaps (I use Dark Lights & Evolved's stuff), but at least the textures should be considered when saving the level.
I can't imagine this command being made to not write the texture information, since part of the point of the static system is to allow you to save and load game levels (We can already save objects individually, so why save them all automatically and save their texture paths aswell...)
I tried texturing the object manually (using TEXTURE OBJECT) before calling Make Static Object, but no joy. When you load it back it is all white or black dependig on whether I supply lightmapping.
Here is the map loader code:
Print "Loading static universe";
Backdrop On
For i = 1 to 10
Wait 20
Print ".";
Next i
Print
` Uncomment to see that my original object is textured when loaded
`Load Object "mesh.dbo", 1
Load Static Objects "G:\Binary Modular System\LevelBank\TestLevel\universe.dbo", 1
Position Camera 0, 20, 30, 0
do
Text 0, 0, "Loaded"
control camera using arrowkeys 0, 1, 1
Loop
And here is the map saver code:
Print "Loading static universe";
For i = 1 to 20
Wait 20
Print ".";
Next i
Print
Load Object "Mesh.dbo", 1, 1
Print "Loaded object" : Wait 1000
Make Static Object 1, 1, 0, 0, 1
Build Static Portals
If File Exist("Universe.dbo") Then Delete File "Universe.dbo"
Save Static Objects "Universe.dbo"
Text 0, 0, "Saved" : Wait 3000
End
I have attached the media.
If no body knows this stuff well enough to crack this, I will pass this on to Lee through the 'annoying bugs thread'; although I feel it is not a bug but rather that I have missed out on some key undocumented information, since this command set was used to create FPSC.