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Newcomers DBPro Corner / Making 3D Levels

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Ad87am
19
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Joined: 4th Aug 2005
Location: England / London
Posted: 21st Aug 2005 13:47
I am going to start on making a level in 3D, but I am not sure how to make it. What I mean is what is the method of putting it into the Dark Basic program? Do I make one big level, or make sections of that level. Im not sure if it will make it slower if it is one big level.

http://www.Bevansfunbox.com
Zotoaster
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Location: Scotland
Posted: 21st Aug 2005 14:28
well, the thing about making 3d models for levels is its really hard to make the playing collide with it, so matrixes seem to be better, but of course you do need indoor things, so try out sparky's collision dll

to make the level you need to use a 3d model program (i use wings 3d), then you export it into a 3ds or x model, and make collision.. as for making lots of parts, well yes it would make the game faster, but its harder to program it to delete one part and load another when you e.g. go through a door etc..

just remember that you shoudn't make your levels too high poly, for a level its big enough poly as it is, so keep it down on the detail


Ad87am
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Posted: 21st Aug 2005 14:48
So if i wanted to make a long stretch of land were I can fly a plane over it, would i have to make it one long level? I have 3D studio Max 7 so Moddeling stuff wont be a problem

http://www.Bevansfunbox.com
Zotoaster
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Posted: 21st Aug 2005 15:05
well it depends, if you can see right to the end of your land without any fog or anything, then its best to make it one long model, because the user will think its stupid when at first you cant see a bit of land, but then you can, however if you do have fog or something, and you cant see to the very end then the user wouldn't notice any parts being deleted or loaded


Ad87am
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Posted: 21st Aug 2005 15:10
ok, thx

http://www.Bevansfunbox.com
Kim Possible
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Joined: 13th Aug 2005
Location: Where ever there\'s trouble.
Posted: 21st Aug 2005 19:10
Remember LoD (Level of Detail) - if you're making gihugic landscapes, lod is a requirement.

DBP + VC Ent.Studio | Maya, MAX, Soft3D, MilkShape, Character FX | 3.0Ghz P4, IC7G, GF 6800GT (primary) / 3200XP, A7N8x, GF 6600GT (secondary) / 6x dual 2.8Ghz Xeon SuperMicro (renderfarm)
Darkbasic MADPSP
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Joined: 15th Jun 2005
Location: Uk
Posted: 21st Aug 2005 19:47
rem
make matrix 1, x, y, z
prepare matrix texture 1, image number, across, down
randomize matrix 1, 25000

dbpro or dbc (possibly)

hope this helps


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Ad87am
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Posted: 21st Aug 2005 20:17
Wots the matrix for, and what do you mean by Gihugic?

http://www.Bevansfunbox.com
TDK
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Posted: 21st Aug 2005 21:34
Ad87am
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Posted: 21st Aug 2005 21:50
I have read that. Do i have to make a matrix to place a level in DB then?

http://www.Bevansfunbox.com
TDK
Retired Moderator
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Posted: 21st Aug 2005 22:04
If you want a 'ground' to walk on in your level, then a matrix is a simple option to create one quickly.

Did you see the waterfall demo I posted a while back, (http://www.computechtenerife.com/waterfall.rar)?

It uses a matrix and DB supplies the Get Ground Height command for basic collision with the matrix.

Alternatively, you can create your landscape as a model as suggested earlier in the thread, but you then have to sort out the collision yourself.

Another benefit of a matrix for what you want to do is the Shift Matrix command where you can create a never ending matrix which scrolls.

Take a look at http://forum.thegamecreators.com/?m=forum_view&t=58893&b=7

Modifying that would be fairly easy to get what you are after.

TDK_Man

Ad87am
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Posted: 21st Aug 2005 22:19
Ok, thanks for the info

http://www.Bevansfunbox.com
TDK
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Posted: 21st Aug 2005 23:44
I've modified that code to give the effect of flying over the landscape. You should be able to build on it to get the effect you want.



TDK_Man

Ad87am
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Posted: 22nd Aug 2005 01:07
Ok, thanks for that!

http://www.Bevansfunbox.com

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