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DarkBASIC Professional Discussion / Any good level editor for Dark Basic Pro ?

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Juggernaut
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Posted: 10th Apr 2012 19:18
Hello,

Can you suggest any good level editor for Dark Basic Pro with -

1. Creating terrains and texturing - painting them in easy 3D view mode with sculpting option to give details.

2. Options to generate realistic trees, grass and foliage.

3. Adding skies and clouds.

4. Adding roads.

5. Adding water surfaces.

6. Adding lights, light mapping etc.

7. Basic 3D world objects like houses,cars,humans etc.

8. Import facility of models / textures / shaders etc from other 3D softwares.

All of the above can be designed and manipulated in an easy 3D view suitable for any level of users.

Does this thing exist for Dark Basic Pro ?

Thanks,
Sasuke
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Posted: 10th Apr 2012 20:16
None. For this level of detail it would be an engine specific, so an editor dedicated to your editor.

The only editors you'd find would be placement editors, and if you could define attributes then you'd have to build an engine that could read however it was outputted from the editor. Unless it had a plugin of some kind. But other than that, you'll have to build your own.


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Sergey K
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Posted: 10th Apr 2012 20:33
i think every 3d modeling app is good for that.
any modeling that can export to .x and .dbo formats.

i using 3d studio max, its good enough for level editor.
but there is also free ones like Milkshape or Cinema 4D or more.

more 3d models .x/.obj and more foramts here:
[href]https://www.turbosquid.com/Search/Index.cfm?keyword=gogetax1&x=0&y=0[href]
GreenDixy
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Posted: 12th Apr 2012 12:31
Don't forget blender, Easy to use and its FREE!! I also use T.ED.

======================================
My software never has bugs. It just develops random features.
Mobiius
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Posted: 12th Apr 2012 12:41
And truespace

"here is a an expression to remember - He who has the gold makes the rules."
Paypal disagreed!
Juggernaut
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Posted: 13th Apr 2012 12:45
@Mobiius:truespace still available ? I thought the website went down long ago .....

@GreenDixy: When I export the whole thing from blender in .3ds or .x
format, does the lights and their position also gets exported ? I guess it doesn't. So you don't get the advantage of visually setting up the lights. So third party 3d authoring systems are not true substitute for level editors....
Andrew_Neale
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Posted: 13th Apr 2012 13:22
Here is the download supplied by Caligari themselves.
http://download.cnet.com/TrueSpace/3000-6677_4-10187286.html


Previously TEH_CODERER.
Juggernaut
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Posted: 13th Apr 2012 13:57
@Andrew_Neale: ..... thanks for that link ..... I will try it out .... (http://www.caligari.com/ is down)
Mobiius
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Posted: 14th Apr 2012 03:00
Quote: "When I export the whole thing from blender in .3ds or .x
format, does the lights and their position also gets exported ?"


No, they do not.

"here is a an expression to remember - He who has the gold makes the rules."
Paypal disagreed!
Mr Bigglesworth
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Posted: 14th Apr 2012 07:56
Mapscape is great, it allows to to place custom entities and has code to load them into your DBP project.

Link:
http://www.evolved-software.com/mapscape/mapscape
Juggernaut
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Posted: 14th Apr 2012 17:38
@Mr Bigglesworth: Thank you for showing that little free gem...
Juggernaut
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Posted: 14th Apr 2012 23:50
There is one thing that I am failing to locate in mapscape - how to import models/terrains created using other 3D modelling software within mapscape. Does anybody know how to do this ?
Juggernaut
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Posted: 15th Apr 2012 00:36
The particle editor from Evolve also does not work windows 7 x64 - crashes giving an error message - "The parameter is incorrect".
Daniel wright 2311
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Posted: 17th Apr 2012 05:12
The best 3d level editor for Dark Basic Pro would be well,

Dark basic pro,trust me on this one

Any 3d level editor you will use will be created with dark basic pro commands,so,why not just use the commands? It will run faster and better if you just do it the hard way.

my signature keeps being erased by a mod So this is my new signature.
Mage
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Posted: 18th Apr 2012 00:47 Edited at: 18th Apr 2012 00:56
You just need to break the game world into smaller managed pieces.

For any enemies or AI characters, have a character editor.
For any decorative objects, a decorative object editor.
For any level layout or terrain, have a level editor.

Then in an editor (usually a level editor) include the ability to select and place everything.

It's important to also think about a way to designate areas of the level as being separate from other areas. That way you can designate which areas can see others. That way you can hide everything in areas you can't see, to improve performance.

Smaller issues like techniques for making floors, terrain, walls, doors are easier to focus on separately. A lot of times it's these elements that are created in separate editors like the ones mentioned above.

Creating these editors in Dark Basic Pro is useful since you can tailor them specifically to what you are trying to do, and you have easy access tot he source code when changes need to be made. The down side is that creating these editors take more of your time, and some of the capabilities you might need can be difficult to create. That's why most people surrender to using separate editors for things like modelling characters.

If you are using an editor that you didn't make, you can't make changes to the editor that you might need and the format of the information created might have useless information or be difficult to work with. This is why a lot of people and companies create their own in-house editors for creating levels, scripts, characters (except their geometry).

The philosophy behind most level editors in Dark Basic Pro are simple. Be able to create a game world by placing and manipulating objects, and be able to save enough information to be able to recreate the scene. Saved information includes what objects and where, light levels, textures and objects used, file path names. Storing information about characters in their own files (name, texture, object geometry file path) makes this process useful. This is also good for things like scripts, and other complex placeable objects.

This usually leads to lists of objects or other items. Arrays containing information on enemies, actors, objects, textures, path names.

WLGfx
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Posted: 18th Apr 2012 02:11 Edited at: 18th Apr 2012 02:13
I wrote a simple but powerful enough level editor quite some time ago that even if you do not use it will at least give you an idea of what it does to make game programming easier. Have a look here: http://csnorwood.site40.net/programming/dbp-and-gdk-projects/dark-gdk/wlsge/

EDIT: I might eventually get round to writing another level editor for DBP and GDK that handles light-mapping and shaders, etc...

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Juggernaut
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Posted: 18th Apr 2012 20:38
@Mage: Thank you for your guidance. I will try to adhere to it.

@WLGfx: I was planning to use the Evolve's version of level editor which has light positioning facility. But I will also give a spin to your editor and see how it works.
WLGfx
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Posted: 18th Apr 2012 21:14 Edited at: 18th Apr 2012 21:14
Yeah, I've tried Map Scape, it actually alright as well. Although Delgine DeleD is another good one for that kind of thing and have lightmapping and dbo export plugin too.

Once DBPro has been updated and the lightmapping commands work again I will definitely be working on a new level editor.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Juggernaut
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Posted: 20th Apr 2012 01:20
"Once DBPro has been updated and the lightmapping commands work again....." - Does this mean that light mapping does not work for the most recent U77 update version of Dark Basic Pro ????????? !!!!!!

Please clarify.
WLGfx
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Posted: 20th Apr 2012 01:25
Yeah, for some reason it's a current bug that I believe is being fixed for the next update. Fingers crossed because they would be so so useful for so many things.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Juggernaut
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Posted: 20th Apr 2012 01:35
Next update ? U78 ..... ? Oh this hurts real bad .....
WLGfx
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Posted: 20th Apr 2012 01:46
I'm patient for the time being. I've got a few things I'm currently faffing about with while I wait for the update.

It did work fine with an earlier update (I think 074 or something).

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Juggernaut
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Posted: 20th Apr 2012 18:33
So we are stuck with a maximum limit of 8 lights limitation of the fixed pipeline ....... unless we use shaders ....
mr Handy
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Posted: 20th Apr 2012 19:31
vertex paint in DBP can do the trick with 8 lights limit.
Juggernaut
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Posted: 22nd Apr 2012 09:29
Vertex paint !!! ??? What does it do ?
Mobiius
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Posted: 22nd Apr 2012 13:04 Edited at: 22nd Apr 2012 13:04
Quote: "Vertex paint !!! ??? What does it do ? "

Paints vertices! lol It applies colors to vertices faking lighting. You can actually write a vertex lighting routine to function with any number of lights.

"here is a an expression to remember - He who has the gold makes the rules."
Paypal disagreed!
Juggernaut
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Posted: 22nd Apr 2012 21:22
wow !!! ..... That sounds interesting and useful too .... will have to check with the help files to find the commands involved. ....
Juggernaut
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Posted: 25th Apr 2012 09:36
Do lightmaps work in Dark GDK ?
mr Handy
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Posted: 25th Apr 2012 10:17 Edited at: 25th Apr 2012 10:20
I'd recommend to use Giles for lightmaps, as it's free and has GI. Vertex paint is fun as you have enough vertexes per 1 square meter.

Or just stick with this
If you want to have a big nice "make me a superb game" button
Juggernaut
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Posted: 25th Apr 2012 23:50
Quote: "I'd recommend to use Giles for lightmaps, as it's free and has GI. Vertex paint is fun as you have enough vertexes per 1 square meter.

Or just stick with this
If you want to have a big nice "make me a superb game" button"


No ..... I am not going to be satisfied with that gizmo ..... I will stick with dark basic pro and dark gdk.

Giles for lightmaps looks like a wonder tool. Thanks for showing me this. I think by GI you meant - "Global Illumination", if I am not wrong. Secondly I am still unable to find out how to implement vertex painting using Dark Basic Pro. Are there any commands for doing that ?
Brendy boy
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Posted: 26th Apr 2012 00:15
Quote: "Are there any commands for doing that ?"

set vertexdata diffuse. In order for this command to work you have to convert object fvf to format which has diffuse component (e.g. 330)

Juggernaut
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Posted: 26th Apr 2012 15:03
Thank you Brendy Boy for your help ..... I will look into it..

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