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DarkBASIC Professional Discussion / Moved from FPS creator to DBP. What the heck do you use to crate levels now?

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Tobias_Ripper
13
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Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 28th Mar 2013 07:32 Edited at: 28th Mar 2013 20:27
I have a game which I originally set off to make in fps creator but seeing that I got dark-basic AND I realized that I need a much higher functionality, I figured that i might as well use DBP.

Unfortunately for me there is so many questions that I can't form even one correctly without having it spawn a million more. For the most part I'm hoping the handy-dandy tutorial thread will help me but I just want to get on the right course.

Back in fps creator, creating the levels was a piece of cake, just drag and drop and you're done but in darkBasic, it is all code. Question #1 - So what can I use to create my levels now which would allow me to import them into dark basic?

If I jump the gun here and assume that one of you folks suggests to use Blender to create levels, I would be totally on board with you. But if I create a terrain in Blender AND apply all the texturing in there, won't I have to re texture everything within the DarkBASIC?

Question #2 - How do you go about placing items of interest around the level. For example in FPS creator you could just zoom in on the level, drag a flashlight entity and drop it on the floor.
Please don't tell me that I will have to gestimate the X Y and Z coordinates of a spot where I want to put that object within darkBasic?

In conclusion, as you can see, I can't seem to grasp the idea of how do you put all the puzzle pieces together - retain, doors, objects, buildings, lighting, textures, shades, etc.

PS: since I want to work in darkBASIC, I might as well take advantage of the fact that I cal have full control of the environment look thus I don't want to create my levels within fps creator. This was the tutorials on doing so. (http://www.youtube.com/watch?v=pULMJoDS-lc)

PS: PS: This is very helpful so far btw:
http://forum.thegamecreators.com/?m=forum_view&t=115633&b=7

I hope the answers will help not only me but other users migrating from fps creator.

Thank you.
TheComet
18
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 28th Mar 2013 12:06
Quote: "If I jump the gun here and assume that one of you folks suggests to use Blender to create levels, I would be totally on board with you. But if I create a terrain in Blender AND apply all the texturing in there, won't I have to re texture everything within the DarkBASIC?"


Nope.

You can use blender to create your levels for darkBASIC, and they should be compatible. To load them in DBP, you have to use load object <filename>, <ID>.

Note that you are responsible for collision detection, pathfinding, etc. Loading the object doesn't set up anything other than, well, loading the object into memory.

Here is a small example showing how to do good collision using sparky's collision DLL plugin : http://forum.thegamecreators.com/?m=forum_view&t=187644&b=6

Quote: "Question #2 - How do you go about placing items of interest around the level. For example in FPS creator you could just zoom in on the level, drag a flashlight entity and drop it on the floor.
Please don't tell me that I will have to gestimate the X Y and Z coordinates of a spot where I want to put that object within darkBasic?"


Yes and no.

There are so many ways to achieve this, I'll list the most important ones:

1) Write your own placement editor. I'm not talking about anything fancy, highly primitive placement editors can be written in under 20 lines of code.

2) Place "dummy" objects in blender, then in DBP you can get the positions of the dummy objects and replace them with the objects you want. I don't recommend doing this however, because it's tedious.

TheComet

Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 28th Mar 2013 13:43
Ironically; you can actually load FPSC levels in DBPRO. FPSC was created in DBPRO. However, that may not be how you want to work. Follow TheComet's points and there some others in the forum search.

MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 28th Mar 2013 19:14
MapScape
http://forum.thegamecreators.com/?m=forum_view&t=163867&b=5

And the already mentioned things...

Tobias_Ripper
13
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Posted: 28th Mar 2013 19:38
Well I believe that half of my questions have been solved by 3D World Studio. Dang TGC, you guys are.... you guys are smart.... and sneaky... but good smart... yeah..
Mobiius
Valued Member
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Location: The Cold North
Posted: 28th Mar 2013 20:10
Yeah, you can load FPSC levels in DBPro. There is some import code around somewhere that you can use to get an FPSC level up and running in DBPro. (Minus any dynamic content.)

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
GreenDixy
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Location: Toronto
Posted: 29th Mar 2013 02:24
If you do not want to use fpsc. Do a search in these sections, For "Map Editor" or just "Editor" Set it to the dbp code snip and or newcomers section. There is a few good source examples on editors. Made by some awesome people. It is also good to look through the codes, And learn what it does to help later.

======================================
My software never has bugs. It just develops random features.
Tobias_Ripper
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Posted: 29th Mar 2013 02:29
Yep, I actually stopped with 3D World Studio
Ortu
DBPro Master
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Location: Austin, TX
Posted: 29th Mar 2013 03:01
Quote: "But if I create a terrain in Blender AND apply all the texturing in there, won't I have to re texture everything within the DarkBASIC?"


as long as the texture file is in same directory as model file it will be loaded and applied automatically when the object is loaded in dbpro.

Tobias_Ripper
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Posted: 29th Mar 2013 04:10
Yep, I also found out that the Original Textures used in 3D World Maker are NOT compatible with DBpro thus I had to go off and get myself some new royalty free textures or edit existing ones to jpeg.
Tobias_Ripper
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Posted: 29th Mar 2013 04:39
Oh and in addition to that, there is a status bar on the bottom of the 3D World Editor which will tell the X Y and Z position of an object. The only thing with that is that you need to have an actual object on the spot so create a small bloc for a prop and select it which will display its coordinates.
Mage
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Posted: 2nd Apr 2013 13:46
Quote: "
There are so many ways to achieve this, I'll list the most important ones:

1) Write your own placement editor. I'm not talking about anything fancy, highly primitive placement editors can be written in under 20 lines of code.

2) Place "dummy" objects in blender, then in DBP you can get the positions of the dummy objects and replace them with the objects you want. I don't recommend doing this however, because it's tedious.

TheComet"


Good job with the good advice.

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