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FPSC Classic Product Chat / Compatability with DarkBasic Pro

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Kingius Returns
12
Years of Service
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Joined: 17th Oct 2013
Location: UK
Posted: 17th Oct 2013 09:05
Has anyone else had any problems with getting a level from the latest version of FPS Creator (1.19)?

When I try to get a level moved across I see no textures only the base gray mesh, so I've gone back to the retail version for now (v1.0).
ncmako
14
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 17th Oct 2013 19:01
Hi Kingius Returns
Quote: "I see no textures only the base gray mesh"

When no texture is present and only the mesh it usually means
your texture file path is incorrect. Double check your file paths.
Quote: "I've gone back to the retail version for now (v1.0)"

You should really consider at least v1.17 or higher. There are a lot of improvements over v1.0.
best
Kingius Returns
12
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Joined: 17th Oct 2013
Location: UK
Posted: 17th Oct 2013 22:54
The problem is that if I build a level in v1.19 and then take it into Dark Basic pro, there are no textures. If I do the same thing from the retail version (V1.0), the same level has textures. To do this, I had to uninstall FPS Creator and then delete the files (except my saved level file of course) and then reinstall from the DVD.

So I'm back on V1.0 because this is the path I want to take. I want to use FPS Creator as a level designer and Dark Basic Pro to actually make the game itself because I'll have full control of every aspect of the game. I'm wanting to make an RPG. I did check out the manual for the RPG Mod for FPS Creator but was put off by the complexity and having to replace the exe(!) with a custom one to make it work. Whereas in DB Pro, I can build an RPG and go into as much depth with the sub systems as I think is best.

I got FPS Creator on monday and got my workflow (FPS Creator->Dark Basic Pro) now set up and working correctly, although it took me until last night to do it what with downloading packs and updates and discovering the V1.19 texture problem. Tonight I have coded doors and collision detection against the closed version of doors as dynamics (entities I suppose) are not ported across, not necessarily a problem because I can load dbo objects with DB Pro and position/scale/rotate and collision check them in code.
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 18th Oct 2013 00:47
I'd go as far as to say that an unmodded v1.0 is unusable.
You will experience crashes and freezing buildprocesses as soon as your levels reach a certain amount of complexity. The dreadful lightmapping system not to mention.

You are better off looking for the reason of why these maps do not load properly into your DBPro or concider different software to design your levels in.



-Wolf

http://www.serygalacaffeine.com
"absurdity has become necessity"
s4real
VIP Member
19
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Joined: 22nd Jul 2006
Location:
Posted: 18th Oct 2013 01:28
@Kingius Returns :- I use a test application before adding features and its working fine for me in dark basic pro.

Make sure you set your rootpaths so the textures are found.

example :-

Rem set rootpath

rootpath$ ="Files\"

Rem Open Zip File

Set dir rootpath$

hope you get this working as you benefit more with newer versions.

Imaged attached.

best s4real

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Help keep vishnu free by Donating now :- http://forum.thegamecreators.com/?m=forum_view&t=208057&b=21
Kingius Returns
12
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Joined: 17th Oct 2013
Location: UK
Posted: 18th Oct 2013 12:16
Huh, what do you know, it's working fine for you.

I might retry with the latest version later on tonight then. It's a bit of a bugbear to remove (not being on the add/remove programs list, being an update) if it doesn't work for me though. Still, your screenshot is very encouraging!
BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Oct 2013 21:53 Edited at: 18th Oct 2013 22:10
I can import a level (any level) from FPSC to DBP with no issues as well. I currently use FPSC v1.17. One thing I did (as s4real mentioned) was have the following in my DBP code:

set dir "Files"

The above tells my code to set the root as "Files" so it knows where to locate what is required. The folder structure I have where my DBP app runs has the following subfolders:

Files\entitybank --> contains my static entities
Files\levelbank --> contains my level
Files\segments --> contains any segment textures not in the texturebank folder
Files\skybank --> contains the skybox I want to use
Files\texturebank --> contains the textures of all segments; if not in the path, then all segments are white.

Here are a couple of screens I have to show levels done in FPSC brought into DBP. I wrote my app to use the ZIP file created by FPSC that contains the level and required files so all I need to do is create the level in FPSC, then move the ZIP to my app. As you can see, it will work with any version (even v1), but will require some tweaking on the DBP side to ensure it knows what to look for.












There's no problem that can't be solved without applying a little scripting.
Kingius Returns
12
Years of Service
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Joined: 17th Oct 2013
Location: UK
Posted: 18th Oct 2013 22:53
I've got it!

Thanks for the help guys and all the screenshots.

Turns out that I needed to ALSO update DBPro when I update FPS Creator. I've been away from the scene for so long I didn't even know DB Pro had updates.

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