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3 Dimensional Chat / doga l3 problems

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ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 24th Apr 2004 03:15
do u know why when u make an object an emision and export it to .x then u see that the part of the object that is the emision is gone do u know how to fix it ??
zircher
23
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Location: Oklahoma
Posted: 24th Apr 2004 04:41
I'll try to duplicate that problem and see what's up. Send me the files and I'll check them out if you want.
--
TAZ

ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 24th Apr 2004 04:58 Edited at: 24th Apr 2004 05:10
ok u can have them when u found the problem and btw do u use doga ??
ALPHA ZERO PRODUCTIONS
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Posted: 24th Apr 2004 05:17
zircher
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Location: Oklahoma
Posted: 24th Apr 2004 05:27
I know more about DoGA than the average bear.
--
TAZ, unofficial English speaking DoGA guru and DoGA English BBS moderator

My DoGA support page (translations, parts, tutorials):
http://zircher.iwarp.com/doga

ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 24th Apr 2004 05:31
hey if u try to put my objects in a game u will see that it looks it got crushed from intense preasure........
zircher
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Location: Oklahoma
Posted: 24th Apr 2004 06:11
OK, first off in L3 many special effects are render effects and thye do not export to .X format. High emmision glows, most masks, anime/cel shading, and texture blending will not export. For example, if you ever watch DoGA render a scene, you will see that the glow is added in a second pass.

What I do for complex textures is render them as a 256x256 flat panel and use that 'cooked' texture as the model's texture.

More info as I play with the files...
--
TAZ

zircher
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Location: Oklahoma
Posted: 24th Apr 2004 06:13 Edited at: 24th Apr 2004 06:17
Most likely you have patch 5.2 installed, it has a nasty .X quad bug. Triangulate your .X files when exporting and you will be OK.

Also, try using low emmision materials and see how they export.
--
TAZ

To get a glow effect in DB, you might have to create a second model for the wings that is slightly larger, ghost them, and add to the original model.

ALPHA ZERO PRODUCTIONS
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Posted: 24th Apr 2004 06:21
ok but did u like them ?????
zircher
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Location: Oklahoma
Posted: 24th Apr 2004 08:00
I thought the firey phoenix and submarine modes were neat. It will be interesting to see how you combine it all in a game.
--
TAZ

ALPHA ZERO PRODUCTIONS
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Posted: 24th Apr 2004 18:41
yup i am and the phoenix mode is only in level 1 soon the phoenix will be better
ALPHA ZERO PRODUCTIONS
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Posted: 24th Apr 2004 18:46 Edited at: 24th Apr 2004 18:47
hey you should see it in its ghost form but no lasers
ALPHA ZERO PRODUCTIONS
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Posted: 24th Apr 2004 19:38 Edited at: 24th Apr 2004 19:41
here it is...i think

ALPHA ZERO PRODUCTIONS
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Posted: 25th Apr 2004 06:18
hey is there a program that can animate .x models ????
zircher
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Location: Oklahoma
Posted: 25th Apr 2004 06:42
trueSpace, Milkshape 3D, CharacterFX, and more. It really depends on your budget and skills. MS3D is a good all-around work horse program that has a tool for reading .X fles.
--
TAZ

ALPHA ZERO PRODUCTIONS
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Posted: 25th Apr 2004 07:30
so did u see my updated version of phantom 001 ???
ALPHA ZERO PRODUCTIONS
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Posted: 25th Apr 2004 07:40
hey zircher can u see if u can find the problem in my game at http://darkbasic.thegamecreators.com/?m=forum_view&t=27873&b=7&p=1
zircher
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Location: Oklahoma
Posted: 25th Apr 2004 09:09 Edited at: 25th Apr 2004 09:34
Geocities does not support remote linking. The thing to do there is to make a small html file that displays the image, post the link here in the forum, and use the http:// button to make it an active link that anyone can easily click on. The same technique works for Lycos, Freeservers, Angelfire, and a slew of other free web sites that prohibit remote file linking.

Remember, just because an image is in your browser's cache does not mean that it is in mine.
--
TAZ

Example: http://www.geocities.com/tzircher/ac_gallery.htm

I posted a reply to your other thread, I hope it helps.

ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 25th Apr 2004 20:21 Edited at: 25th Apr 2004 20:21
check out my new ship phantom 001(1st)

ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 27th Apr 2004 00:23 Edited at: 27th Apr 2004 00:28
hey how do i make the laser effects work in DBP ?????
i just updated it and i need the laser effects or the ship is ruined

zircher
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Posted: 27th Apr 2004 01:09
Which effect, that glowing red aura or the high ambient white?
--
TAZ

ALPHA ZERO PRODUCTIONS
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Posted: 27th Apr 2004 03:00
glowing red aura , high ambient white , or both

zircher
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Posted: 27th Apr 2004 06:44
OK, for solid glowing parts, use a low emiision material. That will translate to a emmissive material color and DB can get that from the .X file. High emmision glows are a rendering engine effect and not part of the .X file. You will need to fake that. There are several technique. Probably the easiest is to create a second model of the wing that is like 10% larger. In DB load in both models and ghost the second wing.
--
TAZ

ALPHA ZERO PRODUCTIONS
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Posted: 30th Apr 2004 05:05
can u post the code ????

zircher
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Posted: 30th Apr 2004 07:26 Edited at: 30th Apr 2004 08:37
It's not rocket science (that's a joke.)

load object "phoenix1.x", 1
load object "phoenix1_wing.x", 2
ghost object on 2

There is more that you can do to tweak the appearance of the wing models as well.

In the demo code I was playing with, I did this.

set normalization on

load object "test_jet.x", 1
set object light 1, 1
set object transparency 1, 0
SET OBJECT SMOOTHING 1, smoothPercentage

load object "test_wing.x", 2
set object light 2, 1
set object transparency 2, 0
SET OBJECT SMOOTHING 2, smoothPercentage
ghost object on 2

Jet and wing were exported to the same scale from DoGA so they would match up. I used an export scale value of .1, but you can use what you want as long as you're consistent.
--
TAZ

ALPHA ZERO PRODUCTIONS
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Posted: 4th May 2004 02:41
thanks
ALPHA ZERO PRODUCTIONS
22
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Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 4th May 2004 02:44
hey how do i use my own textures in doga ????
zircher
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Location: Oklahoma
Posted: 4th May 2004 04:22 Edited at: 4th May 2004 04:28
Which version are you using? In L3, use the image scratch pad. I have translated the L3 Part Assembler help files if you want to read them.

http://zircher.iwarp.com/doga
--
TAZ

Of course, any version of DoGA that exports to .X also writes out the image files. You can easily edit those textures or replace those texture and edit the .X file (they are plain text after all.)

ALPHA ZERO PRODUCTIONS
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Posted: 5th May 2004 04:50
hey can u animate them ????
zircher
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Posted: 5th May 2004 17:42
None of the DoGA lessons can export animation. You can take your .X files and load them into Milkshape 3D or CharacterFX and add animation with those tools.
--
TAZ

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