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DarkBASIC Professional Discussion / couple of .dbo questions

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AtomR
23
Years of Service
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Joined: 4th Apr 2003
Location: Portugal
Posted: 7th Apr 2003 21:01
I've been wondering something lately regarding the .dbo format. Will we be able to save anything in .dbo format? Like any object and bsp level, matrixes, etc?? If so what if we create a bsp level using GMax, Quark or worldcraft or any of those not so free editors, load it in dbpro and save it as .dbo. Will we be allowed to sell our game with that media done in 3rd party editors without paying any type of royalties?

Another thing I'd like to know is if there will be a dbo IO plugin for 3DSMAX or any other editor? Is there anybody around here capable of writing one?

Thanks
Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Apr 2003 21:58
most here are capable of writing Import/Exporters for many programs for this format - however we have ZERO information on it right now... closest we have is FVF 338 format, which isn't the format itself.

there are currently nothing that use this format, and to be honest i kinda doubt that even DarkBasic Pro 1.4 uses it as there is no DLL for it nor are there any referrences. To be honest i think they're simply using FVF for now because i don't think they've finished the format yet. just my opinion though

DBO will be a free format if used within DBpro, but i'm guessing if people use the format 3rd party then we'll have to pay a royalty - because within DBpro we're protected from alot of royalties, yet outside is different
from what i can tell we'll be able to say everything in DBO with probably the exception of BSP which will be replaced probably sometime next year with DBW which they've hinted that they're planning (not working on though)
just keep your eyes peeled for info if you need to know more at this point, but until p5 don't expect much

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?
Rob K
Retired Moderator
23
Years of Service
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Apr 2003 23:14 Edited at: 8th Apr 2003 01:40
[Just an observation]

Current Project: Retro Compo. Entry.
Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 8th Apr 2003 00:03
no

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?
MrTAToad
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 8th Apr 2003 14:22
I suspect it's going to be pretty close to the .X format, as hinted by observations by Kangaroo...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 8th Apr 2003 16:00
i wouldn't be so sure... i think whats going to happen is its going to be pretty close to FVF 338 format, just using some of the extra Data assignments - structured as pure per vertex data rather than a solid model.

i'm releasing a FVF exporter next week for Milkshape so atleast that'll help alot of people. its not the same as a standard exporter because you script the format you use on exit so to export DB's in the script window you'd do



with that its simple to see what goes to what and then the exporter will take this and apply it as it would a C program

types of EXPORT ->
DIFFUSE - dword 32bit diffuse colour
NORMAL - 3float Normal Vector (Cannot be used with XYZRHW)
PSIZE - float point size, TnL distance Bias
SPECULAR - dword 32bit specular colour
XYZ - 3float Position Point (Cannot be used with XYZRHW)
XYZRHW - 4float Translation Point (Cannot be used with XYZ or NORMAL)
XYZB1 -> XYZB5 - 1 to 3float Position Point w/vertex or matrix weight blending

TEX0 -> TEX8 - (*TEXFORMAT Defualt 2float) Texture Coords, capable of 8 per vertex
TEXFORMAT1 -> TEXFORMAT4 - Format1 is 1float Texture point Coords, Format4 is 4float Texture point Coords. Now if you use this the exporter assumes that each Tex Coord is defualt Format2 unless otherwise stated.
TEXCOORDSIZEn - you'll probably never need this but you can use this instead of TEXFORMATn to specify a number of floats you can't have with them ... but its always good to have something there eh
TEXCOUNT_SHIFT - dword number of bit to shift count of the Tex Coords into the main format memory offset

personally i can't wait until they finally release the details on this format cause i'd love to get stuck into it

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?

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