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3 Dimensional Chat / multitexturing example anyone?

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shiny
22
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Joined: 17th Jan 2004
Location: Santa Monica
Posted: 21st Jan 2004 02:21
I'm looking for an example of a model in dark basic pro that uses a bump map, defuse map, specular map, reflection map, dark map, etc, all at the same time. Can anyone link me to a game/example that demonstrates this?

Thankyou.

walaber
22
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 21st Jan 2004 05:08
seeing as you just joined, look around on the forums a bit and you will discover that most of this can't be done easily at the moment because of various bugs/limitations in the software. there are, however, workarounds to most problems. it's just not as easy at is sounds reading the back of the box!

Go Go Gadget DBPRO!
shiny
22
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Joined: 17th Jan 2004
Location: Santa Monica
Posted: 21st Jan 2004 05:40
I have looked arround the forums extensively. As far as I could tell, the main problem is lack of multiple uv channel support. I wasn't aware that such multitexturing techneques where not possible even when using the same uv channel.

Dark basic pro is really beggining to dissapoint me.

walaber
22
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 21st Jan 2004 06:22
if all of your textures are using the SAME UV coordinates, than as far as I know, multiple textures are no problem.

not that I've tried it myself

Go Go Gadget DBPRO!
indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 21st Jan 2004 06:34 Edited at: 21st Jan 2004 06:37
DarkBasic sings if you spend the time to explore features and commands.

(!) A great Hint is to look for Direct X programming techniques then transfering the theory to DArkbasics command set.


There are inbuilt commands to adjust all of the features above if you care to spend the time to look for the commands. Classic had one command to manage a slew of them and Pro has that one command plus individual commands to adjust these aspects.

A long time ago when DBP first started to get past a few small teething commands I made a tool for use in my 3d game building to rapidly see what results each apsect does in conjunction with each other.

Instead of using code to see the results and then compiling each time which would have driven me nuts so I made this program to see the results live and quickly.

Now keep in mind that DBP has grown since this demo so some of my featuresets where not completed,eg some didnt have switches for both on and off and some changed the features of other commands since they interfered with each others visual content but could also compliment each other aspect.

The tool has the ability to spit out the current settings to DarkBasic Pro code. It writes them out so you can adjust them for use on your own object.

The button to do so is called "Dacodes" its a throwback to one of the most classic things ever said in a gaming forum perhaps in my lifetime,lol.. anyway it will show you Da Codes

I called this tool:
DBP Vis FX ( Dark Basic Professional Visual Effects )

Heres some shots I made during its creation and to show its abilites
in demonstrating the features of DBP.












I also had a public demonstration ready to play with but hardly completed as some features as I said above were not fully completed in DBP and hence might not have a complete switchser ( on and off or the range of the feature)

here is the demo link
[href]www.dbforums.co.uk/indi/dbpvisfx/DBP_VisFX_a03_pub.zip
[/href]

Having used DBC and DBP the last 3-4 years Ive seen some amazing talent come and go and what really dissapoints me is new-comers who say that it dissapoints them or they just dont seem have the magic streak that so many who came before you who seemed to find the time and have the tenacity to make DB sing. I hope this demonstrates to you and others that it is possible to make cool things but it takes exploration / time and tenacity.
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 21st Jan 2004 06:37
update 5.0 added multi-uv support... you can now access this via

texture object texture, object, [ uv layer ]

you have to understand fvf to really alter these in dbp right now though; as you'll have to setup your FVF code to add the extra UV Layers.

i don't have an example and i don't feel like making one right now either; but i'd recommend taking a look at the help files to do with memblocks / fvf codes / texturing.

although standardly you can use the UV Layers as just extra versions of the same layer which = one of the effects DBP does; you also use them to directly access the TexCoords you set in the FVF


P4-M 1.3Ghz | 512mb DDR PC1800 | GeForce FX 5600 Go! 53.03 | DirectX9.0b SDK | C-Media 8738/C3DX | Windows XP 2004
APEXnow
Retired Moderator
23
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Joined: 15th Apr 2003
Location: On a park bench
Posted: 21st Jan 2004 13:26
I've already stated this in another thread but irrespective of an FVF mesh containing multiple UV sets for each texture stage, the rendering pipeline of DarkBASIC will always make each texture stage use the first set of UV mappings in the FVF mesh. All subsequent UV layers are ignored! This has been proven and Lee is aware of it. He sent a modified DBProBasic3DDebug.dll file that had a temporary fix (Unofficial DLL by the way) to show that this will be sorted when Update 6 is released.

I'll say again, the current version of SarkBASIC Professional does not support different texture layering with (THEIR) own UV sets.

Paul.


Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 21st Jan 2004 19:58
i've had the FVF working with multiple UV Layers using the Texture Object Layering; but not in normal operations only Shaders


P4-M 1.3Ghz | 512mb DDR PC1800 | GeForce FX 5600 Go! 53.03 | DirectX9.0b SDK | C-Media 8738/C3DX | Windows XP 2004
APEXnow
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Posted: 21st Jan 2004 22:33
Yeah, I think the shader stuff is being pushed through a different rendering pipeline than normal texturing, plus my card doesn't support shaders so I can't do anything with it :/

Paul.


AlecM
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Joined: 26th Aug 2002
Location: Concord, MA
Posted: 21st Jan 2004 22:37
I have heard that multiple UVs i possible via DBO right now.

<a href="www.turbosquid.com/HTMLClient/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/alecmoody/blAuthorExact/y"> 40% of all packs for darkbasic users </a>
APEXnow
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Posted: 21st Jan 2004 23:13
I don't know where you heard that but I can assure you, it doesn't

Paul.


GattoSF
22
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Joined: 18th Dec 2003
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Posted: 22nd Jan 2004 14:20
so you say that in update 6 we'll be able to use different UV channel ?? very nice if true, finally I could add some complex shadow/light/blend map to my models.. please confirm that

coming soon
APEXnow
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Posted: 22nd Jan 2004 15:56
Yep, although this needs to be clarified.

At present, DarkBASIC Professional, v5.2, supports multitexturing, i.e. you can have different layers of textures on a single object, but all layers will always use the first texture's UV mappings. Subsequent texture layer UV maps are ignored by DB's rendering pipeline.

Now in update 6 when released, this functionality will still allow multitexturing but the textures will use their own UV mappings and not the first texture layer as described above.

Can't make it any clearer than that LOL

Paul.


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