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DarkBASIC Professional Discussion / loading a cartography shop made .x?

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Vandetta
23
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Joined: 17th Dec 2002
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Posted: 28th Apr 2003 10:23
Ok I made a little level in cartography shop and exported it to .x. Now, I wanted to load it in darkbasicpro and attatched is the code I used. Now it appears that it is loading the model but its solid white, what happened to all the textures I used in cartography shop? Thanks.
indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Apr 2003 10:40
did u copy the textures to the bsp foldeR?

Vandetta
23
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Joined: 17th Dec 2002
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Posted: 28th Apr 2003 11:30
ok, I didnt have the textures in the same directory as the .x, so now that works fine. Now I have a new problem... I put in a light entity in CShop but the light doesnt seem to show up when I load it the in DBPro, is there a special way I need to load it. When I exported to .x from CShop it gave me two .x files. Am I supposed to use both of them some how? Thanks for the help.

AtomR
23
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Joined: 4th Apr 2003
Location: Portugal
Posted: 28th Apr 2003 12:24
From what I perceived the only time I tried CShop, there are two x-files: One with the normal textures the other with the lightmaps. What you have to do IIRC is load them both in the exact same place but dark ghost the light map object.

Take care
AtomR
Vandetta
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Posted: 28th Apr 2003 13:21 Edited at: 28th Apr 2003 13:22
dark ghost? why do I do that and what does dark ghosting do? ...and how do I dark ghost? Thanks.

AtomR
23
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Joined: 4th Apr 2003
Location: Portugal
Posted: 28th Apr 2003 13:34 Edited at: 28th Apr 2003 13:37
the Ghost object on command can have two parameters.

Ghost object on ObjNbr,[dark ghost flag]

The dark ghost flag can only be a 0 or 1 (duh!!)
When you ghost an object all the blacks in the texture are used for transparency the darker the color the more transparent it will be in the ghosted object. Dark ghost is exactly the oposite. The whiter the color the more tranparent the object will be. You have to use the dark ghost in this case because the lightmap textures have a white background (you can check it yourself in the texture). Of course this is a very crude and simplistic explanation. I'm pretty sure someone around these forums can give a much more technical explanation

From the DBPro help file:
Quote: "GHOST OBJECT ON
This command will make the specified 3D object semi-transparent if supported by the current display card.
This technique is known as alpha-blending and causes the object to appear as a ghost image. If a value of
one is specified for the dark ghosting, the object uses negative alphablending. The parameter should be
specified using an integer value.
"


Take care
AtomR
Karlos
23
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Joined: 18th Nov 2002
Location: United Kingdom
Posted: 28th Apr 2003 22:12
I've found that the screen goes all flickery unless I do the following:
map=object 1
lightmap=object 2
position onbject 1,0,0,0
position object 2,0,0.1,0
scale object 2,99,99,99
ghost object on 2,1


Anybody else have this?

Karlos

If it ain't broke - try harder.
W2K Pro - Geforce2 MX400 64MB - Athlon 900
AtomR
23
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Joined: 4th Apr 2003
Location: Portugal
Posted: 29th Apr 2003 00:09
When I was writing my previous message I was wondering about those problems that usually arise when two object overlap. Have you tried solving that problem with a set camera range?

Take care
AtomR

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