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Messages - Smallguy

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1
General Discussion / Re: Challenge Universe
« on: May 17, 2019, 01:19:19 PM »

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Gallery / Re: Brickadia City - Cohort Team
« on: April 18, 2019, 12:00:36 AM »
Every day Sylvanor builds something new, sometimes just a tiny building. On some days whole areas will pop up out of nowhere. Either way, the consistent creative energy put into this build is awe-inspiring, and the result is rich and colorful piece of art that can not be experienced just through these screenshots. Every nook has a story to tell, so come hop on the server and explore.

3
This good server

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Gallery / Dutch City Homes
« on: January 14, 2019, 04:41:01 PM »
Built on TheArmyGuy's Community RP Server. My first build in a while



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Add-Ons / Re: [Item] Staff of the White Mage
« on: May 13, 2018, 10:57:46 PM »
Looks great, please keep making fantasy items!

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Modification Help / Re: Terrain Research Infodump
« on: May 12, 2018, 09:54:58 AM »
One issue to note when trying to make static shape terrain maps:
players can easily fall through the map and vehicle collision will pretty much not work at all. Some research should be done into how static map collision could be improved either through overlapping collision planes at borders or adding depth to the planes. (not sure either of these would work, just a wild guess, i'm sure there are other methods to consider)

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General Discussion / Re: Swords Of The North - The Return [Beta]
« on: January 12, 2018, 07:30:34 PM »
very nice, i anticipate greatness

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Add-Ons / Re: [Static Map] Place of Two Deaths
« on: December 31, 2017, 04:22:31 PM »
holy stuff

edit: is there a tutorial on how to actually do this

I'm considering making a video showing how this was done

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Add-Ons / [Static Map] Place of Two Deaths
« on: December 29, 2017, 05:02:04 PM »
Quake DM1 Map





Download
Made with Tendon's Exporter
Missing some fundamental features such as sliding door and animated lava

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one thing that affects performance of static shapes is how big it is. having many big pieces may actually be okay on the engine as long as no single piece is too big. this is worth looking into, since knowing the difference in performance of one big shape vs multiple small ones could mean porting maps like this could work.

I remember running into that issue this summer. I'd love to do more research into what BL can actually handle in different scenarios.

EDIT: OP, another issue with porting complex geometry to blockland is dealing with collision since only convex geometry is supported. For complex models I would just separate each face into its own collision plane but with too many faces blender will just crash when attempting to split the model. I'll get good performance on my Altar of Storms map which has 2000 collision faces in a tight area but bad performance with a large terrain map of 800 collision faces. Keep in mind the loading time is terrible in either scenario

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General Discussion / Re: [Request] Some basic ship shapes.
« on: November 15, 2017, 11:29:23 AM »
Can't wait to see what you dream up!

Here's what I made


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General Discussion / Re: How would I make a static map?
« on: July 26, 2017, 11:06:55 AM »
you can try breaking up large pieces into a bunch of smaller static shapes, should help. fairly sure the lag is caused by one object being in way too many oct tree zones

I have no idea what an oct tree zone is but I did a little bit of messing around with different setups.
There doesn't seem to be any lag coming from large or complex visual models. The bad performance I got was from scaling up simple collision objects

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General Discussion / Re: How would I make a static map?
« on: July 24, 2017, 12:32:02 AM »
woof
https://forum.blockland.us/index.php?topic=309523.0
oh cool, you're still doing that stuff.  that's neat to see.

It's an old pic. I stopped doing that stuff and then I forgot because I was discouraged by the performance issues with larger maps. It would be possible to make a Doom map maybe?

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don't play steam version

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