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DarkBASIC Professional Discussion / merging 2 models into 1 in db

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qwe
22
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Joined: 3rd Sep 2003
Location: place
Posted: 17th Nov 2003 16:38
is there a way in dbp to merge 2 models into 1 model
or copy model 1 and paste it into model 2 then delete model 1 so it has the same affect
anyway to do something like this?
thanks
chris
ICERGB
23
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Joined: 8th Nov 2002
Location: Canada
Posted: 18th Nov 2003 05:39
If you make your first model into a mesh then add it as a limb to your other model (then offset limb into place).
But all textures will be lost;
If they are simple objects, they can probably just be recolored/textured

Maybe better to do in a 3D modelling program
waffle
23
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Joined: 9th Sep 2002
Location: Western USA
Posted: 18th Nov 2003 07:54
also there is the glue object to limb command. Just ensure they are in contact (creates a minor prob with DBC, untested with DBPro).

internet gaming group
Beta 1
22
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Joined: 27th Aug 2003
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Posted: 18th Nov 2003 11:54
Using memblocks its possible to merge the two meshes. I have a routine somewhere to do that (was using it to build matrixes up from tiles when I just started messing with memblocks).

I'm not sure how it would handle textures as I was using vertex shading instead. It might work but I suspect it would mess the textures up on at least one of the two meshes.

If you want to see it I can dig it out this evening.
ICERGB
23
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Joined: 8th Nov 2002
Location: Canada
Posted: 18th Nov 2003 12:53 Edited at: 18th Nov 2003 13:35
This is a very powerful command:
but if your 3d objects are over 1000 faces and number over 12 it will crash eventually soon after this...


rem mesh to be
make object plain 25,10,10
rem

rem main object
make object plain 26,10,10
position object 26,whateverx,whatevery,whateverz

rem new mesh is 28 from object 25
make mesh from object 28,25

rem controls object 26 with new mesh limb 28 added from object 25
rem object 26 gets new mesh added
add limb 26,1,25
rem this offset command will very much make you need to know
rem where your limb is in context with your base object;
(I had some 36 limbs (or one object) extracted to a 3d editor at one point and it was quite nice)
offset limb 26,1,boogersx,boogersy,boogersz

delete mesh 28
delete object 25

rem completely new mesh from object with limbs attached
make mesh from object 5,26
save mesh "testatroupp1.x",5

-------------------------
Here below I was able to get all these objects to face center as they were once all single 3d objects and now they are all one object(good or bad); But the BOX allows me to center any new objects using the "box" base coordinates;





And all the pieces are exact thanks to DBPro!!!

Ofcourse I have only used this technique to feed a 3D image into a Povray file... Only once or twice actually; any tipps welcomed using "Amabilis "
This Povray technique would be used to make a title screen or mid screen animations ; it would have no impact on how DBpro would be used for object purposes.

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