3D - Using Nitro Engine in DSGM

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3D - Using Nitro Engine in DSGM

Postby Buck_7 » November 29th, 2013, 12:53 am

*Updates*
  • Added physics example
  • Added enable physics script
  • Updated NE_DSGM_Include.h to handle physics objects
  • Fixed errors in all scripts
  • Added a simple load model script
  • Made a small change in the DBAS scripts
  • Made a small change in the NE_DSGM_Include.h
  • Added an animated model example

1.--Installing Nitro Engine--
  • Download and extract NitroEngine to the devkitPro folder (C:\devkitPro).
  • Run the build.bat in the NitroEngine folder (to compile all examples I think)

2.--Including Nitro Engine in DSGM--
  • Add the
    NE_DSGM_Include.h
    (2.16 KiB) Downloaded 274 times
    to Game Settings -> Coding -> Include Files:

--Need some DBAS scripts-- Create a new script and press the "Load In" button
  • NE DSGM DBAS Scripts.zip
    (4.52 KiB) Downloaded 246 times
  • For a complete list of fuctions, please refer to C:\devkitPro\NitroEngine\Documentation

3.--Testing Your Game--
  • Compile your project (you'll get errors about Nitro Engine)
  • Go to: Tools -> Advanced -> Open Compile Temp then open the Makefile with notepad and add these lines to the bottom:
    Code: Select all
    LIBS := C:\devkitPro\NitroEngine\lib\libNE.a $(LIBS)
    LIBDIRS := $(LIBNDS) $(DEVKITPRO)/NitroEngine
  • Run the Build.bat within the compile temp of your project

--Converting a Model--
  • Use C:\devkitPro\NitroEngine\Tools\Windows\NDS_Model_Exporter\NDS_Mesh_Converter.exe to convert your model. Just drag and drop the .3ds file into the converter. Must be a .3ds file
  • Once converted into a YourModelName.bin, add the model to Game Settings -> Coding -> NitroFS Files

--Textures--
  • Textures must be a 24-bit bmp!
  • Textures for Models must be either 128X128 or 256X256!
  • Textures for sprites (can be any size!? So far it seems to work that way...)

___________________________________Q&A_________________________________________

--How do I make a 3d Model?--

--How do I make textures??--
  • Textures are 128X128 pixels or 256X256 pixels 24-bit bmps. If they're neither 24-bit or bmp, then convert them.

--Where do Models/Sprites/Textures Go??--
Where do the Models Go.jpg
Where do the Models Go.jpg (54.28 KiB) Viewed 17814 times


--How do I use DBAS Scripts??--
How to use DBAS Scripts.jpg

__________________________________Examples______________________________________________________

--Models--
NE_DSGM_Models.dsgm
(18.61 KiB) Downloaded 228 times


--Animated Models--
NE_DSGM_Animated_Model.dsgm
(112.28 KiB) Downloaded 226 times


--Physics--
NE_DSGM_Physics.dsgm
(4.15 KiB) Downloaded 212 times


--Sprites--
NE_DSGM_Sprites.dsgm
(4.04 KiB) Downloaded 216 times


--Quads--
NE_DSGM_Quads.dsgm
(3.16 KiB) Downloaded 197 times


--Fonts/Text--
You can use the fonts DSGM has located in C:\Program Files\DS Game Maker\Fonts. Make sure the fonts are converted to a 24-bit bmp
NE_DSGM_Fonts_Text.dsgm
(7.11 KiB) Downloaded 220 times


(Has anyone else but me got this to work in DSGM?)
Last edited by Buck_7 on July 1st, 2014, 1:43 am, edited 30 times in total.
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Re: 3D - Using Nitro Engine in DSGM

Postby Foxi4 » November 29th, 2013, 1:16 am

I really want to "like" NitroEngine... but I feel that fiddling with the makefile each time you wish to compile is a bother, not to mention that the library doesn't really do anything more than libnds does - it's a wrapper over pre-existing functions. I'll likely continue working on a VideoGL implementation, but nevertheless, good work, and it's good that DSGM users now have the option to use 3D. :)
Current Projects:

FalloutDS: Postponed until proper libraries are created, 10%
Foxi_Lib: A completely revised version of NitroSprites[FINAL], NitroBackgrounds and NitroText[FINAL], 40%
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Re: 3D - Using Nitro Engine in DSGM

Postby Buck_7 » November 29th, 2013, 1:22 am

It is... a bit tedious, but I can do it really fast now :lol: We need an update to modify the makefile in DSGM and keep it that way.
This was really more of a just for fun thing. And you're still somewhat limited using Nitro Engine with DSGM - or should I say PAlib.
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Re: 3D - Using Nitro Engine in DSGM

Postby Foxi4 » November 29th, 2013, 1:25 am

I have a feeling that if all goes well, I'll be able to wrap the entirety of VideoGL into a handful of Actions and one source file with all the custom Types and Structures, which to me seems to be a much better all-in-one solution since it only involves including one file. That being said, you did a hell of a good job making this work for others and your effort is commendable. :)
Current Projects:

FalloutDS: Postponed until proper libraries are created, 10%
Foxi_Lib: A completely revised version of NitroSprites[FINAL], NitroBackgrounds and NitroText[FINAL], 40%
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Re: 3D - Using Nitro Engine in DSGM

Postby BLsquared » November 29th, 2013, 7:35 pm

Wow. Must try!
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