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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Wed Dec 08, 2004 7:40 pm Post subject: Well Done! And requests :P |
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Nice work on the latest version Jeroen and team :), I especially like the lightmapping, works perfectly when loaded into DBPro. One thing though, could you add an output scale factor in for the .x export, as the plugin I am using in DBPro (Walaber's Newton Wrapper) doesn't allow for scaling of objects. I get my object 20 times too big :S. I have tried merging and scaling, but it produces an error (different ones depending on whether you export textures), and the exported file doesn't load into DBPro.
Also, the uniform scale (using ctrl I think) still doesn't actually scale properly :P. This seems to be a recurring problem, I think it's just a problem with the Y axis, so just make a cube, scale it down uniformally, then you'll see what I mean, the cube is no longer a cube, it's a flattened box.
Cheers! And keep up the good work :).
Joseph |
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Chris Member
Joined: 08 Aug 2004 Posts: 161 Location: UK
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Posted: Wed Dec 08, 2004 7:50 pm Post subject: |
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Could you tell me how you managed to get the lightmaps to load in DBPro, I've tried and well things look dodgy and nothing like they should. |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Wed Dec 08, 2004 8:09 pm Post subject: |
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I didn't need to do anything, I just generated the lightmap, exported .x, and loaded the model in. You are using U5.7 yeah? |
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Chris Member
Joined: 08 Aug 2004 Posts: 161 Location: UK
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Posted: Wed Dec 08, 2004 8:12 pm Post subject: |
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No I tried to update to 5.7 and it wouldn't compile anymore so I went back to 5.5. I could always try upgrading again. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Dec 08, 2004 8:22 pm Post subject: |
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joseph, can you tell a little bit more about .X files and lightmapping in DarkBasic? As we don't export any lightmap UV coordinates to the .X files (yet) we're wondering how to get things to work in DB. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Dec 09, 2004 9:47 am Post subject: |
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Amazed at hpesoj getting a feature to work we didn't build in
DeleD is now adding features to itself while we are not looking. It has come alive, ALIVE I tell you!!! |
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Chris Member
Joined: 08 Aug 2004 Posts: 161 Location: UK
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Posted: Thu Dec 09, 2004 10:16 am Post subject: |
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Does the level look as impressive in DBPro if you add the command 'hide light 0' to your game set-up. |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Thu Dec 09, 2004 7:38 pm Post subject: |
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Hmmm, I don't know what's happening them :S. I imported the object into DBPro, and it certainly looks like it has lightmapping! Do you adjust the normals or something as well, cos the different areas are definitly lit in different shades. I'll do some more experimenting. |
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hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
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Posted: Thu Dec 09, 2004 7:48 pm Post subject: |
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Heh, ok, I think I may have made a mistake. The textures I used were shaded in a way that it looked like one corner was lit. It really did look like how it looked in DeleD. I feel stupid now .
As for how to get lightmapping in DBPro, I'd suggest using DBO objects. The authors of Giles lightmapper export them, so maybe you'll be able to get some info off of them if you asked nicely (well, it's a suggestion ). Also, email Mike Johnson or Lee of TGC, they'll give you the latest DBO documents, and could probably tell you a thing or two about the lightmapping. The only thing I really know is it's all stored internally, within the file, so no outside bitmaps etc. |
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