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3 Dimensional Chat / Texture Models

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Lemming
21
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Joined: 5th Mar 2003
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Posted: 5th Mar 2003 23:56
I'm new here and need some help. I am using "Metaseq" a 3D model maker to create objects for my game. I have a textured model all done and ready, but when I export it and put it in my game, it doesn't have the textures on it. It says in the DB help files that you just need to place the textures in the same directory. But the object still comes up without the textures. If anyone can tell me what's wrong that would be great. Then I could move on with my game.
Dark Basic is better then Dim Basic.
<(^_^)>
Oliver
21
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 6th Mar 2003 11:38
Ok, put all the textures in the same file as the 3d model. Then open the 3d model file in a text editor. Search for the texture name (i.e. skin.bmp). Then erase everything in the quote marks "" before the texture name, so its like...

"skin.bmp"

Hope you understood that
Kjetil
21
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Location: Norway
Posted: 6th Mar 2003 16:53
and if that doesn't work, try to apply the texture map using codes in db.

- Kjetil
Lemming
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Posted: 6th Mar 2003 19:32
Ahh! Thank you. I was just about to resort to coding the textures on. You saved me a ton of time. I never thougt of opening the file on a text editor. Thanks!!!

Dark Basic is better then Dim Basic.
<(^_^)>
Lemming
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Posted: 7th Mar 2003 00:05
Wait a second. I take that back. It didn't work. Or I did it wrong. All that did was make the model dark colored. Can you be more specific about the name changing part.

Dark Basic is better then Dim Basic.
<(^_^)>
Kjetil
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Joined: 15th Jan 2003
Location: Norway
Posted: 7th Mar 2003 00:55
have all the textures files in the same folder as the scene, save the scene, export as .x ,put the textures in the same folder as the .x. make sure your texture are usable, ok format and square size, max 512

- Kjetil
actarus
21
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 7th Mar 2003 15:01
Why max 512?

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Mar 2003 15:30
darkbasic is only capable of using skins 512x512 or less on objects and matrix ... by the power of 2 (^_^)

how long have you been using DB Actarus, tsk tsk tsk shame one you hehee

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
actarus
21
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Location: 32 Light Years away
Posted: 7th Mar 2003 18:05
lol but I loaded a 2048x2048 texture on a skysphere and it looked nothing like my 512x512 one....Very confused now.

Also didn't I always hear DBS and other people the limit was with the hardware...Of course,it IS a good excuse for alot of stuff.

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
Steverino
21
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Joined: 27th Aug 2002
Location: United States
Posted: 8th Mar 2003 07:58
You're not mad, acturus. There's no 512x512 limit.

They used to say no textures bigger than 256x256, but that was because a lot of video cards could only go that high.

I just tested this by texturing a plain with a 1752x1168 jpg. It worked fine, and it looked much sharper than it would have if it had been internally recalculated down to 512x512. I have a decent graphics card, though.

Surrealist writing toy -- http://www.iconpoet.com
actarus
21
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Location: 32 Light Years away
Posted: 8th Mar 2003 15:26
So do I

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
Kjetil
21
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Joined: 15th Jan 2003
Location: Norway
Posted: 12th Mar 2003 00:33
there still are some graphics cards out there that can only handle 512 max, I hear.

- Kjetil
actarus
21
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Location: 32 Light Years away
Posted: 12th Mar 2003 16:11
I bought my 3d card in 1998 from 3dlabs and only now do I feel the need/urge to upgrade,dang good choice.

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 12th Mar 2003 16:16
i've not tried maximum in dbpro yet... in standard it is certainly 512x512 - else it'll say "texture file is greater than 512x512"

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
actarus
21
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 12th Mar 2003 16:22
-in standard it is certainly 512x512 - else it'll say "texture file is greater than 512x512

I don't have DBpro+I don't know this error...and I've never used a sky under 1024x1024,really confusing...Gotta try it out again I guess.

Anyways,512x512 is more than enough as a standard,for now at least.

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
Richard Davey
Retired Moderator
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Location: On the Jupiter Probe
Posted: 12th Mar 2003 16:49
"didn't I always hear DBS and other people the limit was with the hardware"

Sure did - because in DBPro land it's absolutely true. Some older cards can only handle 256x256 texture sizes, others will allow truly massive textures, some only like "power of 2" dimensions for the textures, others will allow irregular shapes. Your mileage WILL vary!!!

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
actarus
21
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 12th Mar 2003 18:46
So...For DBC what's the max...HW capabilities?

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!

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