Product Chat / Loading .fpm world into DBPro ?

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Justice
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Posted: 21st Nov 2014 23:33
Does anyone know if it is possible to load a world (created by FPS creator reloaded) into a Darkbasicpro program.
I have code to load a .x world (created in 3d world studio) in my program but fps reloaded saves it as .fpm

Has anyone got any ideas ?
Jerry Tremble
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Posted: 22nd Nov 2014 00:45
It was possible (with a couple limitations) with FPSC, but not with Reloaded, unfortunately. It was one of the first things I tried when the first beta came out.

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Justice
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Posted: 22nd Nov 2014 18:25
Lets hope someone works out how to do it.

It would be great if I could create a 3d world and load it into my DBPro software.
Jerry Tremble
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Posted: 22nd Nov 2014 20:31 Edited at: 22nd Nov 2014 20:34
I doubt it will be done. I could be wrong, I am about half the time! But it isn't the fpm that is loaded into DBPro, it's the universe.dbo from within the levelbank/testlevel folder. That, along with all the assets that are in the world. In Reloaded, there is no level represented by a dark basic object that I can see. Reloaded is apparently handling the level differently. It would be cool to do, though, because FPSC was the quickest way to put together a level for DBPro in my opinion.

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Scene Commander
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Posted: 25th Nov 2014 07:24
Hi,

No, it isn't really possible, although users always surprise me with their ingenuity, so who knows... It was pretty straight forward with Classic, but Reloaded doesn't use the same system and wasn't designed with this in mind.

SC

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TheHartPony
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Posted: 25th Nov 2014 09:37
I was wondering if the .fpm file format can be released. That way, people can come up with creative ways of using and modifying .fpm files using third party apps (or first party in case of DBPro etc).
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LeeBamber
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Posted: 26th Nov 2014 00:35
Actually there is a very hacky way to do it. First create your level and then lightmap it. Then go the levelbank\testmap\lightmaps folder and you will find all the DBO files (and associated DDS lightmap textures) for the entire 'STATIC' scene you previously lightmapped. Load all these DBO files into your DBP program and presto, you have the whole static scene inside your DBP app. If you keep the file locations relative, you can also load in the lightmap and texture files for it too (even the shader 'static_basic.fx' can be applied. Not sure what your plans are, but by all means have an experiment and see what happens

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Jerry Tremble
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Posted: 26th Nov 2014 00:38 Edited at: 26th Nov 2014 13:00
Wow, never thought of looking in the lightmap folder, perhaps because I don't how to lightmap the level!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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Scene Commander
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Posted: 30th Nov 2014 09:23
Ah, Lee to the rescue..

SC

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DVader
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Posted: 2nd Dec 2014 15:46
Sounds interesting, although not sure what for at present, as I don't much fancy writing an FPS in DB DB Pro much. Good to see how performance keeps up IN DB rather than Reloaded though..



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Jerry Tremble
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Posted: 2nd Dec 2014 17:00
With all the features that will be in Reloaded eventually, writing an FPS in DBPro would really be a waste of time. I would simply do it for performance comparison, and because I can (if I could. How do you make the lightmap, by the way?). Also, third person?

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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