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3 Dimensional Chat / Can anyone help with this pics to show also

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The Core
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Posted: 2nd Feb 2006 23:26
ok i'm new to game space and i have saved my file as a .X and taken it into my project in darkbasic pro. But i'm having a few problems the enviroment i have made in game space. it looks nothing like my .X that has been brought into my game. The screenys are in about the same position to show you can anyone help me on what might be going wrong. why are'nt my render style look going into dbpro

can anyone help thank u so much

The Core
The Core
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Posted: 2nd Feb 2006 23:27
ok here is what it looks like in dbp now from the same angle

The Core
Seppuku Arts
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Posted: 2nd Feb 2006 23:33
First of all, nice scene

This problem is (anyone can correct me if I am wrong, I don't know too much about file format capabilities) but it appears that the .x file format does not save alpha map data, meaning the alpha mapping would have to work through dbp. So a solution I would suggest is saving the green parts of the trees as a separate scene (leave the trunks in the original scene) and just load them as a second scene in DBP (to the same scale obviously) and apply the texture and alpha maps, and it should be okay (in theory)


"I want to put a bullet through my head everytime I think of you!!!"- Slayer
Image All
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Posted: 2nd Feb 2006 23:37
What happened to the good ol' "SET OBJECT TRANSPARENCY Object,Flag" command? Well it'l work as long as you have the image colorkey set to the color which you want to make transparent, or you are using a 32-bit image file for the tree texture.

The Core
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Posted: 2nd Feb 2006 23:39 Edited at: 2nd Feb 2006 23:41
thanx alot took me a while he he. ok ile give that a go but if you take a look at that dbp shot again the same problem is with the plane and the walls. I wonder if i save it as another format that will work ?

image all he he nice 1 u all have brains on here but i'm not so bright and that transparency thing i would'nt know how to do it well that colour key part

The Core
The Core
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Posted: 2nd Feb 2006 23:49
ok just tryed it with a 3ds file but some reason my exe stopped responding and would'nt load i had to ctrl-alt-del

The Core
Zone Chicken
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Posted: 2nd Feb 2006 23:54 Edited at: 2nd Feb 2006 23:57
First unless its just the photos your ground texture looks like its being mipmapped since it looks blurry unless thats just the camera angle a extra 1 flag behind your object loading with set mipmap off.

Load object "scene.x",1,1

And for the trees i would suggest what Image all said.

Set object transparency tree,3 or 4

There are 4 levels of transparency 3 and 4 being better for foliage and trees.

Plane may also be the same problem as the ground issue the texture of is mipmapped.

As for the walls i have no idea on that one.

Like Seppuku Arts said you should really have everything as separate models that way if you need to change the look or add a effect to get a desired look you can without affecting other objects and if a object is not loading the way you want you can rework that single object not have to do the whole scene.

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The Core
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Posted: 2nd Feb 2006 23:58
thank u ever so much this may look like i might have to do it a again

The Core
Renegade
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Posted: 3rd Feb 2006 00:01 Edited at: 3rd Feb 2006 00:05
I think that your problem is that you use materials to texture your
scene and not textures.
Materials (shaders) can't be exported from gameSpace (or any other software as far as I know),
you need to use textures with vu, how do to this with gameSpace
I don't really know.
Check gameSpace mini courses to help you, you can also try 3DBuzz free VTM
Image All
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Posted: 3rd Feb 2006 00:03 Edited at: 3rd Feb 2006 00:03
This might not be the exact kind of leaf you used, but it's a 32-bit .PNG so it will work with
SET OBJECT TRASPARENCY Scene,4

Zone Chicken
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Posted: 3rd Feb 2006 00:03
Actually im not sure never used gamespace but i use truespace, you would be able to load the scene up and split the hieracy of the models provided you glued them and didn't union them. If you can't do it with gamespace if it is not a avalible funtion i could do it in truespace if you post the scene.

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Zone Chicken
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Posted: 3rd Feb 2006 00:10 Edited at: 3rd Feb 2006 00:12
Quote: "Materials (shaders) can't be exported from gameSpace (or any other software as far as I know)"


Materials can in truespace its called inline materials (shaders however cannot) and it works fine with dbp also.

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The Core
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Posted: 3rd Feb 2006 00:16 Edited at: 3rd Feb 2006 00:18
well i wonder whats wrong with mine if i send it u can u have a look 4 me shall i send in a email chicken ?

image all thank u very much 4 that texture was very kind

The Core
Zone Chicken
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Posted: 3rd Feb 2006 00:18
If you want i will take a look [email protected] is my email addy.

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The Core
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Posted: 3rd Feb 2006 00:24
the leaf thing didnt work since the lever is all 1 object i was just testing by texturing the whole thing with leafsegmet.png and then the transparent 50,4 but it just went all white and a bit of bluein place's were the rgb sky thing peeped through so no luck but chicken or anyone can i send u the org map of mine and see if u can sort it 4 me plz

The Core
The Core
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Posted: 3rd Feb 2006 00:27 Edited at: 3rd Feb 2006 00:33
ok the email is on its way hopefully u will get it its a attchment thanx its gone to you're hotmail account

to send t back to me its

[email protected]

The Core
The Core
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Posted: 3rd Feb 2006 00:41
have u managed to take a look yet

The Core
smoked
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Posted: 3rd Feb 2006 03:46
how are you loading the image into dbp? use a texture flag of 1.



The Core
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Posted: 3rd Feb 2006 13:00
its a shame that after all this work i have to scrap it and do the level all again

The Core

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