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.

Work in Progress / TEAM Firefox - Now Converted to DarkBASIC PROFESSIONAL!

Author
Message
Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 23rd Aug 2004 06:45 Edited at: 23rd Aug 2004 06:51
Hello everyone. I am pleased to say I managed to get my game engine AND the intro to DarkBASIC PRO! After an hour of swearing and cursing to my pc I eventually converted DBC to DBPRO. My frame rate in DBC was 59/100. In DBPRO its over 149! So I had to reduce the Sync Rate just a tab. I doubted DBPRO but after getting used to it I think it's really good. Here's the level mipmapped ( much better GFX!):



I will soon release the DBPRO version.
Cheers,
Nick.

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive
soapyfish
21
Years of Service
User Offline
Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 23rd Aug 2004 08:26
Looking very nice, good to see you taking full advantage of DBP's extra power. Just as a side question, are you using Nuclear Glory for your collision or DBP's own commands.

Formely code2kill
To tell you the truth, I'm just glad I DON'T enjoy playng The Sims.
the play2kill fan club
Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 23rd Aug 2004 18:31 Edited at: 23rd Aug 2004 18:32
Nuclear Glory! It rocks. It's faster and more accurate. Plus, it uses a .dll leaving more processor power free. Yeah thanks for the compliment. PRO version will be avaliable VERY SOON! I got a trial version of this lightmapper program and it made my level look amazing. I might buy it BUT - does DBPRO have good lighting?
Cheers,
Nick.

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 23rd Aug 2004 18:45
what do you mean good lighting? it uses standard DirectX dynamic lights, so it's as good as any other engine. But personally I would suggest using a program like Gile[s] for lightmapped levels, they look gorgeous! plus Gile[s] had direct support for DBPro through the .dbo format, which means higher framerates and faster load times.

good luck with your project, nice to hear you're making progress!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 23rd Aug 2004 19:03
Thanks but I dislike giles. It's too hard too use and eats my proccesing power up. I found this other lightmapping program which is really easy to use and costs around £25. Basically, you just make the light, position the light, choose what kind of light you want then you can add shadowing too then all you gotta do is press F9 and voila your lights are made! Then you can export as loads of different types of 3D models such as ASCII, .3DS, .X, MESH etc. I think I will get this lightmapper. Just wait until I do

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 23rd Aug 2004 19:31
just a warning- none of the formats you listed support multi-texturing, which is necessary for lightmapping. if you export to .x you will have 2 objects, one with the standard textures, and one with the lightmap data. then you have to load both objects, and ghost one of them to achieve the lightmap effect. this is very wasteful because you have 2x the amount of polygons onscreen at once.

you really should give Gile[s] another chance, it is by far the best solution for DBPro.

but either way, your game will look much better with a lightmapped level!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 23rd Aug 2004 20:49
No what I meant was:
You RETAIN the textures and all you are doing is just adding light. So you get textures AND light in a format .
In trial version you can't but in full you can .
Then you delete the original file and replace it with the one with lightmap.

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive
osc
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location:
Posted: 23rd Aug 2004 21:36
hmm, Gile[s] still seems like the best choice Nick
Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 24th Aug 2004 03:54
Giles is too hard. Light map maker is easier and I have made some DECENT lighting. Just wait and see what I mean

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 24th Aug 2004 12:53
if you mean that it "burns" the textures (applies the lighting directly onto the texture itself, making a new, single texture) then I see what you mean. unfortunately that method creates very uneven lighting, because it's forced to use UV coords from the model. also you can't repear UV coords (like using the same piece of the texture for the left and right sides of your model) because the lighting would be different on each side.

Gile[s] has a very active forum, if you have problems the users there are very helpful.

either way, good luck with your project!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Ilya
21
Years of Service
User Offline
Joined: 10th Aug 2003
Location:
Posted: 24th Aug 2004 12:58
Gilie[s] is easy.
Just import a model and make a couple of lights.
Lightmapping takes about 5 seconds.

Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 24th Aug 2004 18:12
Hey Nick,
Nice screen shot. Should be a nice level to look at when the game's done... And if you get the lightmapping done, then it'll be even better

Jess.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 24th Aug 2004 19:36
Well Giles is hard to use. I've got a trial v of it and I hate the interface and the view. My other one doesn't really burn textures. Basically, you just texture your whole level again (only takes 2 min) and it has an excellent texture wrapper because you can texture EVERY face of your model. Then you add the lights. Then you can export textures and light so you don't need to do any ghosting sh*t.. The lights and textures are a completely different matter in this program.
PS. I've tried just exporting the lightmap and it looks very good in dbc so imagine what it is goin to be like in dbpro!

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 25th Aug 2004 03:33
ok your more likely to reply here,

if you have msn then add me, darkcoder_uk@hotmail.com , and we can talk and ill send you these models off og

Dr Crazy
20
Years of Service
User Offline
Joined: 13th Apr 2004
Location:
Posted: 25th Aug 2004 18:20
Yea I have Msn . We'll talk when your online.
Cheers,
Nick.

1.9GHZ/Windows XP Home Edition/NVidia GeForce4Ti 4600/128MB RAM/60GB Hardrive

Login to post a reply

Server time is: 2024-11-22 12:50:16
Your offset time is: 2024-11-22 12:50:16