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DarkBASIC Professional Discussion / Memblock Matrix Test

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MikeS
Retired Moderator
23
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Joined: 2nd Dec 2002
Location: United States
Posted: 26th Nov 2004 07:03
Ahh, thank you Nicholas. My problems are solved with the diffusion of colors.

Van, I also took a little bit from your snippet and applied it to my landscape, and it looks all the more sharper.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Phaelax
DBPro Master
23
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Joined: 16th Apr 2003
Location: Metropia
Posted: 26th Nov 2004 10:25
Quote: "when I apply a dark texture to the landscape, it's practically black.
"

I had the same problem.

I thought for vert color to work, the object had to have light.

Quote: "Note that there were rumblings from the TGC camp about a built in DBPro lightmapper - I think FPSC is using it already"

If so, d/l PE Explorer and browse the DLL's in the latest patch. See if any new commands come up.

"eureka" - Archimedes
MikeS
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Location: United States
Posted: 26th Nov 2004 10:47
You don't have to have lighting when setting up the vert colors. At least, I don't since I'm assigning the colors manually when the matrix is created.

If you leave lighting on, and then do something like

set object specular 1,rgb(0,0,0)

your texture should show up perfectly.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
MikeS
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Location: United States
Posted: 26th Nov 2004 11:12
I should correct myself. By default, lighting is on ,on all objects when first created or imported. So I cannot be for sure what would happen if I were to disable all lighting on an object before it was created, and applied vert colors(Since like I said, I apply them manually).

Anyways...

Here's another screenie(changed terrain to green) of my terrain. This time it's a render inside of Truespace 6.6.

[href][/href]

Interestingly enough, it held its color and vert colors which is a good sign. The bad(or maybe good?), is that it's impossible for me to change the color of the model inside Truespace. I could apply effects like bumpmapping to the object, change the color of the terrain, yet it'd still render out as green(with whatever effects I apply).

So at least I know the save mesh command holds the important information now.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
MikeS
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Location: United States
Posted: 29th Nov 2004 03:38
Still playing around with my terrain. Blend mapping, detail mapping, etc. didn't work, although that's old news.

Just thought that I'd like to point out that mip-mapping is definitly better when set on (At least in this scenario). I got nearly twice the framerate, and the terrain looks so much smoother.



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Essence
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Joined: 12th Oct 2002
Location: The Netherlands
Posted: 30th Nov 2004 07:20
I still need to figure out how to make a huge landscape with very hq textures on it. There is an example in the codebase with memblock matrix. That one looks pretty awesome.

Btw, VanB, maybe you know;

You know the game DeltaForce eh?
The 'grass' on the landscape is 3D so you can lay in it. (Cant explain it better). Is there a way to make something like the deltaforce terrains in DBP ?
Mobiius
Valued Member
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 30th Nov 2004 07:38
thats called a voxel landscape and is based on a totally different landscaping system to the one used in DBPro.

1800+ XP - GeforceFX 5600 - 256MbDDR - 60Gb Hdd - XP Pro (SP2)

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