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DarkBASIC Professional Discussion / Is there a limit to the number of polygons allowed in DB Pro?

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Cruise McClarren
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Posted: 23rd Dec 2014 00:16
Does DBPro have a limit on the number of polygons per model or per program? I am looking into getting DARK Occlusion but it still leaves me to ask, if a program I am running without it crashes at runtime because of too many polys in a map model, will DARK Occlusion solve that or do I need to get an actual Polygon Reduction Program?

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
wattywatts
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Posted: 23rd Dec 2014 01:30
I don't think dark basic has a limit. Certain shaders will error out if you have too many polys though. How many polys are we talking about?
WickedX
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Posted: 23rd Dec 2014 02:29 Edited at: 23rd Dec 2014 02:30
DBPro has a max limit on polys per mesh. The limit is 65535 verts or 21845 polys. This is due to the 16-bit index buffers. An object, however can be made up of many limbs allowing the object to have much more.
Cruise McClarren
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Posted: 23rd Dec 2014 21:37
Here is the program I am running. When I use the "Millport.x" (which has 1848 polys) it runs fine. But when I cahnge it to the "Millport1.x" (which has 13712 polys) it crashes. When you go to test it you need to change the LOAD OBJECT line and include the particular map. Can someone else run this and see if there is a different reason? Thanks and here's a few penguins

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
Cescano
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Posted: 23rd Dec 2014 22:38
there must be something wrong with your object, if i try to open it with a program i have it crashes
WickedX
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Posted: 23rd Dec 2014 23:47
I do not have 3D World Studio, but there may be a problem with its x file exporter. Both models crash DirectX Veiwer. I can load both in FragMotion, but when I try to export the larger model as a binary x file, it crashes. Try exporting the files as DBO in 3D World Studio and loading the files as DBO in DBPro and see if that helps.
wattywatts
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Posted: 24th Dec 2014 00:05
Quote: "I can load both in FragMotion, but when I try to export the larger model as a binary x file, it crashes."

Fragmotion opens them both fine for me.

@cruise I'm not around a pc with dbp installed atm, but I exported them from fragmotion if you want to test. It's saved me from models that wouldn't work for whatever reason before.
Cruise McClarren
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Posted: 24th Dec 2014 03:13
It loaded as a .dbo but none of the textures loaded. How would I incorporate the textures with the model as a .dbo?

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
Cescano
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Posted: 24th Dec 2014 03:19
- load the texture
- load the object

TEXTURE OBJECT Object Number, Image Number
WickedX
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Posted: 24th Dec 2014 04:10 Edited at: 24th Dec 2014 04:14
Using FragMotion, I exported as a DBO and all texture are present in DBPro using your code. Sorry, can't help more as I don't have 3D World Studio.

Edit: Attached are the models in DBO format exported with FragMotion.
The Tall Man
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Posted: 24th Dec 2014 04:29 Edited at: 24th Dec 2014 04:34
I have 3D World Studio.

To view your textures from an exported .dbo, you have to manually copy the textures you used to the same directory as your .dbo file. If you do that, your textures will load automatically (they're already referenced in the .dbo file).

3D World Studio textures (the ones that came with it) seem to come in two formats: .stf (which Dark doesn't recognize) and .jpg (which works fine in Dark). .jpg textures don't seem to perform as well (speed-wise) as compressed .dds textures though. So if you can convert them and get them to load, do that - your game will perform faster.

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.
Cruise McClarren
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Posted: 24th Dec 2014 15:10 Edited at: 24th Dec 2014 15:14
Quote: "@ - Tall Man"

Are you familiar with how to use the key flags between 3DWS and DBPro?


Does anyone know how compatible #D Studio MAX 8 is with DBPro?

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
The Tall Man
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Posted: 24th Dec 2014 16:14 Edited at: 24th Dec 2014 16:15
No, I'm not. Never heard of it (the key flags).

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.
Cruise McClarren
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Posted: 24th Dec 2014 22:45
Well I dont know if it's called key flags, but isn't there a way to leave a marker on the map that you can code into DBPro like where a door is so you can make it interact with the program?

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
The Tall Man
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Posted: 25th Dec 2014 05:40
None that I ever knew of. That's one reason I don't use 3D World Studio anymore. Another is that I know I can be more poly-efficient using my own code.

Judging what we see is the greatest blinder and self-limiter in the universe.

What we perceive is never reality. It is only a story we tell ourselves based on our current perspective, which has far more to do with our beliefs about ourselves than with anything else.
Cruise McClarren
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Posted: 26th Dec 2014 03:08
what do you use then?

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
Rudolpho
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Posted: 26th Dec 2014 13:29
Quote: "Well I dont know if it's called key flags, but isn't there a way to leave a marker on the map that you can code into DBPro like where a door is so you can make it interact with the program?"

These things are usually achieved using what DBPro refers to as limbs. Modelling programs may call them sub-objects (objects relative to another), or in the case of animation, joints or bones.

Latch
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Posted: 26th Dec 2014 21:16
Cruise McClarren,

Quickly eyeballing your x files, there does seem to be some formatting issues. A common one (and one I looked for) was the exclusion of a ";" at the end of the MeshMaterialList and VertexDuplicationIndices templates in the body of the mesh data. Arrays of data are terminated with a ; and then the end of the template should be terminated with a ; so the last data items should look like <value>;;

Some viewing and animation programs are forgiving and will look for the next template header and ignore the bad termination. Some programs will not be forgiving and see there is no data terminator and try to blend the next series of data into the current template and usually cause a program crash.

Enjoy your day.

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