Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Dark basic doesn't support multiple uv channels????

Author
Message
shiny
22
Years of Service
User Offline
Joined: 17th Jan 2004
Location: Santa Monica
Posted: 17th Jan 2004 23:59
Oh my, if this is the case I am going to hit myself for buying dbpro. The whole reason I bought it was because I thought I would be able to create characters with bump maps, specular maps, etc, and naturally they would need different uvw maps to be effective. Also, why is it so hard to get dark maps? By the looks of things people are DOUBLING their level geometry just to make them work! Shouldn't it be as simple as having the dark map stored in the 2nd uv channel? Without this abbility i would have to bake shadows directly into the defuse textures, or use the same uv map on a copy of the level geometry which would kill a pc's resources.

Can anyone shed some light on multitexturing in Dark basic pro? Or do I have to run home dragging my tail behind me and pleeding for a refund?

Thankyou.

APEXnow
Retired Moderator
23
Years of Service
User Offline
Joined: 15th Apr 2003
Location: On a park bench
Posted: 18th Jan 2004 00:03
This is a known issue and will be resolved when Update 6 is released. I've already discussed this on DBDN and proved it using two texture stages with FVF memblock. Lee did send me a temporary fix to see if it worked, and it did.

Won't be long before this is dealt with now,

Paul.


John H
Retired Moderator
23
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 18th Jan 2004 00:25
Ive done it before, I had 3 maps on an object. Sometimes if you export your object from whatever 3D Modeller with all the textures applied, then have your model and textures all in the same folder when you load the model into DB, sometimes its textured

RPGamer


We need help! Email us! [email protected]
APEXnow
Retired Moderator
23
Years of Service
User Offline
Joined: 15th Apr 2003
Location: On a park bench
Posted: 18th Jan 2004 00:31
Yeah, but the point is that multiple textured meshes will always use the first set of UV mappings and not each other's UV mappings. Hence that's why second layer textures on meshes for lightmaps etc are extremely difficult to fabricate with the current version of DBPro without the need for two meshes.

Paul.


shiny
22
Years of Service
User Offline
Joined: 17th Jan 2004
Location: Santa Monica
Posted: 18th Jan 2004 00:39
I am glad this is planned to be fixed in the near future. Roughly how long untill update 6 is released? And will I be able to get this as a free upgrade?

APEXnow
Retired Moderator
23
Years of Service
User Offline
Joined: 15th Apr 2003
Location: On a park bench
Posted: 18th Jan 2004 01:25 Edited at: 18th Jan 2004 01:26
I couldn't say when the Update 6 is released but it can't be too long now, maybe a few weeks.... And the upgrade is free, if you're using the full version of DBPro. Just select Game Development/Dark BASIC Professional from the web's menu at the top and select Downloads/Upgrades.

Updates will be notified via the forum, DarkBASIC Newsletter and of course the main site's main page.


QuothTheRaven
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 18th Jan 2004 08:35
I've used 15 textures on a single object. But if you want them to overlap, you gotta use 2 objects.

AlecM
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Concord, MA
Posted: 19th Jan 2004 03:41
This is possible now through DBO.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
walaber
22
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Jan 2004 07:02
Froogermon: is this possible with the current incarnation of the .dbo file format, or do you mean that is will be possible upon the relase of upgrade 6?

I know dreamflower and the creator of gile[s] lightmapper were working on a .dbo exporter for gile[s], based on the currently released format, and they were both having trouble getting multiple UV coordiantes to work. I regularly check the forum over there, but the activity on the .dbo exporter has died down, I assumed they were waiting for the release of upgrade 6...

Go Go Gadget DBPRO!
Dave J
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 19th Jan 2004 12:43
Rob has made a DBO converter, I haven't tested it but download it from the Program Announcements forum and give it a try.


"Computers are useless they can only give you answers."
APEXnow
Retired Moderator
23
Years of Service
User Offline
Joined: 15th Apr 2003
Location: On a park bench
Posted: 19th Jan 2004 14:01
Ok. Objects created and imported using the .DBO format do support multistage texturing, but the layers still use the first UV mappingos on the first texture. It's not the format of the file that matters, it's DarkBASIC's rendering pipeline. Doesn't matter how you get the multitextured object into DB, it will always render using the same UV maps as your first texture. It's been proven.

Nothing will happen until U6. Whether it'd be .3DS, .X, .DBO, MDL or whatever.

Paul.


walaber
22
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Jan 2004 15:47
understood! waiting patiently

Go Go Gadget DBPRO!
GattoSF
22
Years of Service
User Offline
Joined: 18th Dec 2003
Location:
Posted: 22nd Jan 2004 14:26
me too )

coming soon
AlecM
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Concord, MA
Posted: 28th Jan 2004 00:33
Apex is right I misread my source.

Login to post a reply

Server time is: 2026-07-07 09:51:08
Your offset time is: 2026-07-07 09:51:08