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Topics - Demian

Pages: 1 ... 13 14 15 16 17 [18] 19 20 21 22 23 ... 25
256
Suggestions & Requests / Public events/Bricks with no owner
« on: May 15, 2011, 06:36:17 AM »
A brick that has no owner so any player can break, paint or event them. Also works with other peoples events. Say I have a public brick that turns green when it receives a relay. Any player is able to fire a relay to that brick either remotely if the brick has a name or by building a brick next to the public one and using directional relays.

257
Modification Help / Blockland & UV mapping
« on: May 13, 2011, 10:53:04 AM »
Someone explain to me how UV mapping works in Blockland. I have a model which I have UV mapped correctly. When I export the texture isn't there.

258
I know this exists, but has it been publicly released?

260
Modification Help / Exporting transparent meshes in .dts
« on: April 16, 2011, 11:23:08 AM »
For some odd reason my mesh isn't transparent in game when I export it with Blender. Yes, I've checked then translucent box in the exporter. Ideas?

261
Modification Help / Importing/Converting .DIF files
« on: April 14, 2011, 01:12:14 PM »
Is there any way to import .DIF to Constructor program or alternatively convert it some other format readable by a 3D modeling software?

262
Modification Help / Bad datablock from server + raycasting
« on: April 07, 2011, 01:46:40 PM »
Getting a console error "Add-Ons/Item_PropTools/PropSprayCan.cs (0): preload failed for propSprayCanImage: Bad Datablock from server."when trying to execute this. Also the raycasting doesn't work for some reason. I use the Support_RaycastingWeapons from Tier Tactical 1.

Code: [Select]
datablock ShapeBaseImageData(propSprayCanImage)
{
className = "WeaponImage";

item = propSprayCanItem;
projectile = "propSprayCanProjectile";
projectileType = Projectile;
showBricks = 0;

doColorShift = "1";
colorShiftColor = "0.5 0.5 0.5 1";
firstPersonParticles = "1";

raycastWeaponRange = 200;
raycastWeaponPierceTargets = "";
raycastWeaponTargets =
$TypeMasks::PlayerObjectType | //AI/Players
$TypeMasks::StaticObjectType | //Static Shapes
$TypeMasks::TerrainObjectType | //Terrain
$TypeMasks::VehicleObjectType | //Vehicles
$TypeMasks::FXBrickObjectType; //Bricks
raycastExplosionProjectile = propSprayCanProjectile;
raycastSpreadAmt = 0;
raycastSpreadCount = 0;
raycastTracerProjectile = propSprayCanProjectile;
raycastFromMuzzle = 0;

stateSound[0] = propSprayActivateSound;
stateSound[2] = propSprayFireSound;
stateEmitter[2] = propSprayPaintEmitter;
stateEmitterNode[2] = "muzzleNode";

stateName[0] = "Activate";
stateName[1] = "Ready";
stateName[2] = "Fire";
stateName[3] = "StopFire";
stateName[4] = "CapOff";

stateTransitionOnTriggerUp[2] = "StopFire";
stateTransitionOnTriggerDown[0] = "fire";
stateTransitionOnTriggerDown[1] = "fire";
stateTransitionOnTriggerDown[4] = "fire";

stateTransitionOnTimeout[0] = "CapOff";
stateTransitionOnTimeout[2] = "fire";
stateTransitionOnTimeout[3] = "ready";
stateTransitionOnTimeout[4] = "ready";

stateTimeoutValue[0] = "0.5";
stateTimeoutValue[1] = "0";
stateTimeoutValue[2] = "0.04";
stateTimeoutValue[3] = "0";
stateTimeoutValue[4] = "0.2";

stateWaitForTimeout[0] = "0";
stateWaitForTimeout[1] = "1";
stateWaitForTimeout[2] = "1";
stateWaitForTimeout[3] = "1";
stateWaitForTimeout[4] = "0";

stateFire[0] = "0";
stateFire[1] = "0";
stateFire[2] = "1";
stateFire[3] = "0";
stateFire[4] = "0";

stateAllowImageChange[0] = "1";
stateAllowImageChange[1] = "1";
stateAllowImageChange[2] = "1";
stateAllowImageChange[3] = "1";
stateAllowImageChange[4] = "1";
 
stateSequence[0] = "Shake";
stateSequence[2] = "fire";
stateSequence[3] = "StopFire";
stateSequence[4] = "CapOff";

stateEmitterTime[0] = "0";
stateEmitterTime[1] = "0";
stateEmitterTime[2] = "0.07";
stateEmitterTime[3] = "0";
stateEmitterTime[4] = "0";
};

Any ideas?

263
Modification Help / Interior modeling triangle count
« on: April 07, 2011, 04:37:04 AM »
Are interiors some sort of magical entities that can handle hundreds of thousands of triangles without lagging everyone to death and melting older computers to toxic goo? Can they handle something along the lines of 500,000 triangles?

264
Modification Help / Removing particles instantly
« on: April 06, 2011, 12:39:29 PM »
Is it possible to remove a particle from the world instantly? Like when a particle has a long lifetime and then you turn off the emitter it takes a while for the particle to disappear entirely. Is there a way to do that instantly?

266
Games / -wrong forum snip-
« on: April 05, 2011, 08:11:46 AM »
Son of a- Wrong forum.

267
Help / Terrain textures look like ass
« on: April 04, 2011, 08:46:35 AM »
It appears that this is a problem with the software rather than my map.

http://forum.blockland.us/index.php?topic=149996.0

268
Mapping Help / Terrain textures look like ass
« on: April 04, 2011, 07:18:49 AM »
Any specific reason why my terrain textures look like ass?


269
General Discussion / The reload bricks command
« on: April 03, 2011, 09:13:23 AM »
It has never worked correctly for me. I assume it supposed to load the last loaded save, but for me it just loads a random build. It could be some really old build I made or something that some other person has loaded in my server.

270
I attempting to create a Spray Can item that looks exactly like the Spray Can but doesn't color bricks. So far I've gotten everything else working but the spray projectile doesn't collide with bricks, terrain or interior. I also can't seem to find the datablock that is the actual stream of paint. The Spray Can projectile doesn't have any "cloud" image assigned to it which it clearly has in game. Also by default the stream of paint is blue, again I am unable the datablock that controls that color. Any help?

Code: [Select]
datablock AudioProfile(propSprayActivateSound : sprayActivateSound)
{
description = AudioClose3d;
preload = true;
};

datablock AudioProfile(propSprayFireSound : sprayFireSound)
{
description = AudioClosestLooping3d;
preload = true;
};

datablock ParticleData(propSprayPaintDropletParticle : bluePaintDropletParticle)
{
   colors[0] = "1 0 0 0.5";
   colors[1] = "0 1 0 0";
   colors[2] = "1 1 1 1";
   colors[3] = "1 1 1 1";
};

datablock ParticleData(propSprayPaintExplosionParticle : bluePaintExplosionParticle)
{
   colors[0] = "1 0 0 0.5";
   colors[1] = "0 0 1 0";
   colors[2] = "1 1 1 1";
   colors[3] = "1 1 1 1";
};

datablock ParticleEmitterData(propSprayPaintDropletEmitter : bluePaintDropletEmitter)
{
className = "ParticleEmitterData";
lifetimeMS = "100";
particles = "propSprayPaintDropletParticle";
};

datablock ParticleEmitterData(propSprayPaintExplosionEmitter : bluePaintExplosionEmitter)
{
className = "ParticleEmitterData";
lifetimeMS = "100";
particles = "propSprayPaintExplosionParticle";
};

datablock ExplosionData(propSprayPaintExplosion : bluePaintExplosion)
{
className = "ExplosionData";
emitter[0] = "propSprayPaintExplosionEmitter";
emitter[1] = "propSprayPaintDropletEmitter";
};

datablock ProjectileData(propSprayCanProjectile : bluePaintProjectile)
{
className = "ProjectileData";
uiName = "";
muzzleVelocity = "20";
lifetime = "300";
explosion = "propSprayPaintExplosion";
explodeOnDeath = 0;
explodeOnPlayerImpact = 0;
};

datablock ItemData(propSprayCanItem)
{
category = "Tools";
className = "WeaponImage";

shapeFile = "base/data/shapes/spraycan.dts";
mass = 1;
drag = 0.5;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

uiName = "Spray Can Tool";
iconName = "./Icon_SprayCan";
doColorShift = false;
colorShiftColor = "0.471 0.471 0.471 1.000";
image = propSprayCanImage;
canDrop = true;
};

datablock ShapeBaseImageData(propSprayCanImage : blueSprayCanImage)
{
item = propSprayCanItem;
projectile = propSprayCanProjectile;
projectileType = Projectile;
showBricks = 0;

stateSound[0] = "propSprayActivateSound";
stateSound[2] = "propSprayFireSound";
};

function propSprayCanImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
I've recolored the explosion for testing purposes.

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