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Topics - A Twig

Pages: [1] 2 3
1
Here is the posting my friend wants to be posted here.

Quote
Im making door bricks, one is working and one is not. The one working open fines and stuff, The other one only opensCCW but wont close or openCW

Here is the code for the server.cs

//server.cs -- for Brick_Doors, execute all things in here

// test door thing
// datablock fxDTSBrickData ( brickDoorTestData )
// {
// brickFile = "./dev/testDoor.blb";
// category = "special";
// subCategory = "misc";
// uiName = "Door Test";
// iconName = "./placeholder";
// orientationFix = 1;
// };

%error = ForceRequiredAddOn( "Support_Doors" );

if( %error == $Error::AddOn_NotFound )
{
error("Brick Doors: Support_Doors is missing somehow, what did you do?");
}
else
{
exec( "./bricks/door_blindone.cs" );
exec( "./bricks/door_blindstring.cs" );
exec( "./bricks/door_blindtwo.cs" );
}

Here is the code for the Working Door:

datablock fxDTSBrickData ( brickdoor_blindone_openCWData )
{
brickFile = "./door_blindone_openCW.blb";
uiName = "Horizontal slat blind";

isDoor = 1;
isOpen = 1;

closedCW = "brickdoor_blindone_closedCWDa ta";
openCW = "brickdoor_blindone_openCWData";

closedCCW = "brickdoor_blindone_closedCWDa ta";
openCCW = "brickdoor_blindone_openCCWDat a";

orientationFix = 3;
};

datablock fxDTSBrickData ( brickdoor_blindone_openccwDat a : brickdoor_blindone_opencWData )
{
brickFile = "./door_blindone_openCCW.blb";

isOpen = 1;
};

datablock fxDTSBrickData ( brickdoor_blindone_closedCWDa ta : brickdoor_blindone_openCWData )
{
brickFile = "./door_blindone_closed.blb";
category = "NewBricks";
subCategory = "Blinds";

iconName = "base/unknown.png";

isOpen = 0;
};

Here is the code for the glitch door:

datablock fxDTSBrickData ( brickdoor_blindtwoopenCWData )
{
brickFile = "./door_blindtwoopenCW.blb";
uiName = "Verticle Slat Blind";

isDoor = 1;
isOpen = 1;

closedCW = "brickdoor_blindtwoclosedCWDat a";
openCW = "brickdoor_blindtwoopenCWData";

closedCCW = "brickdoor_blindtwoclosedCWDat a";
openCCW = "brickdoor_blindtwoopenCCWData";

orientationFix = 3;
};

datablock fxDTSBrickData ( brickdoor_blindtwoopenCCWData : brickdoor_blindtwoopenCWData )
{
brickFile = "./door_blindtwoopenCCW.blb";

isOpen = 1;
};

datablock fxDTSBrickData ( brickdoor_blindtwoopenCWData : brickdoor_blindtwoopenCWData )
{
brickFile = "./door_blindtwoclosed.blb";
category = "NewBricks";
subCategory = "Blinds";

iconName = "base/unknown.png";

isOpen = 0;
};


Im not sure whats happening.

If anyone knows what the issue is in the code, please post below. On my behalf this is going to help him and I will post below whatever he says. For reasons he is banned so he cannot post here. If it doesn't have to do with the topic just don't post.

Thank you.

2
Off Topic / Upgrading from iPod Touch 2g to iPod Touch 5g?
« on: September 13, 2012, 02:24:19 PM »
iPod Touch 5th Generation




   Hey guys, as you may be aware (Including the posts about the IOS 6 and iPhone 5), they are just around the corner and I have had my eyes on the next iPod Touch for a while now.

   My concern is whether or not to actually purchase the new device. I like to keep up to date with society and the technology available, but not sure if the price is worth it right now. I got my iPod Touch 2g for around $150 some years ago when it was still very popular even after the 3g was released, and it's still a powerful device. It functions just as it did when I first got it, minus the smudges of course. The only problem is that because of the three updated generations after mine, the majority of my apps no longer update and tell me I need IOS 4.2 and above to install. I am always on the brink of running out of memory with the 8gb version I have, especially with having nearly 500-600 songs at once that aren't your typical 3 minute songs.



   My overall question is:

     "Should I buy the iPod Touch 5g 32gb Black version for $299 when it comes out with a budget of just under $600?" I partially became attached to my old iPod Touch so opinions will help me decide what to do. Please post below and if you want use the poll above to narrow your opinion. I may buy it, but I want the community's help in seeing if this is a good investment. If you have any questions because of my vagueness, please post below.

3
General Discussion / Family RPs
« on: September 07, 2012, 04:23:33 PM »
   Am I the only one that's noticed an influx in, interesting servers over the past few versions. More recently during V19 and V20. It wasn't uncommon to see them before that but there has been many more since then. Just by stating my opinion, am I the only one who is irritated by this?

   Hopefully I'm not. I remember counting nearly 20 Family RPs, School RPs, Wolf RPs, or whatever the forget RP's (Summarized bullstuff server name) all over the server browser one day. I can't understand how people enjoy these things unless they're under the age of 12. Sadly I've made myself visit some of these servers here and there just to see what the hell these people do for fun, and sometimes I would see low BL_ID people, or can tell by the way they talk that they're not that young. Overall I just miss the days where there were actually Good Servers around like Fort Wars, understandable TDMs that don't abuse crappy add-ons and weapon packs, and didn't have forgetPGs (Another made up one).



Tell me what you feel about the subject below about all this.


4
Modification Help / Body Armor Help
« on: August 19, 2012, 10:58:17 AM »
Heedicalking made an armor item in 2009 that was as simple as body armor can get. It also apparently came with the pre-exported model for others to view how it works. It can be still found Here. Sadly the link is and has been broken for a while and I am clueless as to how the joint placement of body armor works.

I have the model of the default player but I need help understanding how the joints work. (Whereas if the mountPoint is in the direct center or whatever, I just need a base to go off of) If someone can help me or can provide a link to heedicalking's body armor, that would be great also. I use Milkshape 3D 1.8.2 so Blender users don't get confused.

I would appreciate it even more if someone provided me with a .ms3d of simple body armor and how the joints work.

5
Off Topic / Airsoft JG G36C (Airsoft Topic)
« on: August 16, 2012, 12:21:26 PM »
JG G36C
ROF (Rate of Fire) - 700-900RPM
Accuracy - Personal shooting about 1.5ft diameter area of impact at 100ft distance
Weight - 8.5 or 9.5 lbs (Amazon claims 8.5 but package said 9.5)


This is straight from a review I did on Amazon Here. I'm relatively new to Airsoft. (As in owning Airsoft products) Before I would borrow some of my friend's but now I own my own. If you're looking for a good Airsoft AEG for less than or around $100 then read below because it's the best I've seen for it's price.

Quote
First off, the price is incredible for the quality this gun provides. It has a decent weight and doesn't feel like it's fragile. Stock isn't wobbly at all either, being that it's foldable. Now for the pros and cons:

Pros (Not Simplified)

 - Full ABS body proves to me this is not an easily breakable gun
 - Feels comfortable holding and easy to aim
 - Stock is sturdy when both deployed and folded
 - With little hop-up, the gun shoots dead on 100ft with about 1.5ft spread (.20g)
 - On bottom of magazines there is a wheel you spin to load magazine (Will explain how this works below)
 - Magazine not perfect but not horrid quality either
 - Ambidextrous firing for when I feel like using the gun left handed for a change
 - Metal iron sights
 - Metal gear box
 - Customer support was helpful for helping me figure out what was wrong. At first I thought it was the battery but it was the charger and customer support helped throughout it (They are located in California not China)
 - Realistic charging handle (Addicted to roostering the charging handle even though it doesn't do anything)
 
Cons (Not too many)

 - Ordered a spare mag and it doesn't click in like the one it came with, but still works
 - Inserting the battery is easy.. once you get a hand of it (Read the manual!)
 - The iron sights are flip-able, and my second sight isn't flat on the base
 - Semi-Automatic fire can't fire too rapid, sometimes it doesn't fire if you fire the gun too rapidly.
 - I had to order a replacement charger because the one that came with the gun had a blown fuse
 - Charger it comes with isn't all that great so I recommend TSD Universal Smart Charger (Also recommend another battery with better voltage and MAH - The one that comes with the gun is 1100 MAH and 8.5V)

The bottom of the magazines have this wheel with groves that you spin to wind the wheel up. I was confused at first why my gun didn't fire all the bb's in the chambered part of the magazine until I cranked the wheel more than the amount of bb's in the chamber of the magazine could hold. I then found out that the wheel adds bullets from the storage area of the magazine into the chamber of the magazine. For example, you fill the magazine completely. Crank the wheel and look down into the chamber until the bb's reach the top. When you do this stop cranking the wheel then insert the magazine into the gun, and make sure you hear a click (If not you have a magazine like my spare mag, it doesn't click but it stays in and works but if you tug on it it will come out) Once the magazine is inserted into the gun you then crank the wheel some more. I recommend about 60 clicks. Now you are ready to fire. You should be able to fire off 60 bb's until your gun starts dry firing and you have to repeat the process (Just by cranking the wheel on the bottom as desired)

This review should help anyone that has or is planning on buying this gun. It's worth it in ever way possible if you are trying to:

 - Save money
 - Start playing Airsoft and you need a powerful primary weapon
 - Show off how your cheaper gun is more effective than your friends' $200-400 guns

This is my favorite Airsoft weapon that I own. Post below your favorite Airsoft weapon that you have or are soon getting.

If you are not a fan of Airsoft or have no intention on Airsoft or this product then keep your comments to yourself.

6
Not sure what the value for LShift is (Or walk key). Only know 4 being the jet key. If anyone could tell me I would appreciate it. I would love even more if someone provided a web page or text document containing a list of all number values for the keys.

Example: If the Walk key was LShift, when you hit LShift it toggles a sequence. This is why I need to know.

7
Drama / Coolguy55 the Add-On stealer
« on: June 19, 2012, 09:37:35 PM »
Me being an add-on maker myself I am disgusted when I discover a friend or my add-ons have been spread to outside sources and claimed to be made by other creators. Before I go on here are quotes from the victim of this problem.

Quote
"he would script them, like the ones from laserguidedS. rifle. first, i gave him the script but he wouldnt accept it so he said if i have him my guns, he would make the laser the next day. he then called my guns pieces of stuff then logged off bl. not done "

Quote
"next time he logged back on, he told me he didnt make the lasers, then he said "you still dont know what im going to do with them." then he pussied out and left"

Quote
"he told me he was going to say that those were beta guns to his pack, and he was going to do some edits."

I then said

Quote
"Without permission of course"

Finally he said

Quote
"yea"

I did some semi-undercover research and investigation into this problem, and I went to Coolguy55's server. I made it seem like I heard about this almighty weapon pack he made and I wanted to see it. He said it was not enabled so I dealt with that. I began getting more edgy and asked him for screenshots of the weapons. This took ages and I never really got those screenshots. Eventually I came to my conclusion that it was time to reveal myself. I asked him if he was working on any lasers for guns and he started getting agitated. He began spamming stupid sentences in all caps and began raging at me. Eventually I said I have been recording the entire time and this was going to be streamed to YouTube and the Forums (Here). This got me banned with a pointless ban reason and all of this can be seen on the YouTube video below. With the community's help; I need to spread awareness of a few things.

Firstly, add-on makers all around. You need to know who you give your add-ons to. Mr. Sheepie over speculated Coolguy55 and ended up with this problem. This can easily happen to anyone, and I hope it can be prevented from this incident. Spread awareness of this and make sure that if you are an add-on maker that you know who you are sharing files with, and that they are trustworthy. Also, please shun Coolguy55. It is for the better of the community for the fact that he takes ownership of what is not his, is a complete troll who pretends to use proper grammar but in reality is just a mask for his stupidity, and just watch out for him. Spread awareness and Coolguy55; I told you so.

Video: Work in Progress

8
Modification Help / Delayed shell ejection and three-shot burst
« on: May 25, 2012, 02:55:00 PM »
For a long time I have been trying to understand where in the hell the sequence parts for delayed shell ejection are. I have looked at many weapons for example the old Weapon_Shotgun, and I have yet to figure out where it is located. If anyone can help show me in this code where I can edit and make the weapon have a delayed ejection. I.E. When I fire a bolt-action, 2 seconds later bolt pulls back and the ejection is set.
Code: [Select]
	
stateName[0]="Activate";
stateTimeoutValue[0]=0.15;
stateTransitionOnTimeout[0]="AmmoCheck";
stateSequence[0]="use";
stateSound[0]=R700CBDeploySound;

stateName[1]="Ready";
stateTransitionOnTriggerDown[1]="Fire1";
stateAllowImageChange[1]=true;
stateTransitionOnNoAmmo[1]="Empty";

stateName[2]="Fire1";
stateTransitionOnTimeout[2]="AmmoCheck";
stateTimeoutValue[2]="1";
stateFire[2]=true;
stateAllowImageChange[2]=false;
stateWaitForTimeout[2]=true;
stateEmitter[2]=R700CBFlashEmitter;
stateEmitterTime[2]=0.05;
stateEmitterNode[2]="muzzlePoint";
stateSound[2]=R700CBFireSound;
stateScript[2]="onFire1";
stateEjectShell[2]=true;
stateSequence[2]="Fire";

stateName[3]="Fire2";
stateTransitionOnTimeout[3]="AmmoCheck";
stateTimeoutValue[3]="0.1";
stateFire[3]=true;
stateAllowImageChange[3]=false;
stateWaitForTimeout[3]=true;
stateEmitter[3]=R700CBFlashEmitter;
stateEmitterTime[3]=0.05;
stateEmitterNode[3]="muzzlePoint";
stateSound[3]=R700CBFireSound;
stateScript[3]="onFire2";
stateEjectShell[3]=true;
stateSequence[3]="Fire";

stateName[4]="AmmoCheck";
stateTransitionOnTriggerUp[4]="Ready";
stateAllowImageChange[4]=true;
stateScript[4]="onAmmoCheck";

stateName[5]="Reload";
stateTimeoutValue[5]=1.5;
stateSequence[5]="Reload";
stateTransitionOnTimeout[5]="Done";
stateWaitForTimeout[5]=true;
stateSound[5]=R700CBReloadSound;
stateAllowImageChange[5]=true;
stateSequence[5]="Reload";

stateName[6]="Done";
stateTransitionOnTimeout[6]="Ready";
stateTimeoutValue[6]=0.1;
stateAllowImageChange[6]=true;
stateScript[6]="onReload";

stateName[7]="Empty";
stateTransitionOnTriggerDown[7]="EmptyFire";
stateAllowImageChange[7]=true;
stateTransitionOnAmmo[7]="Reload";

stateName[8]="EmptyFire";
stateTransitionOnTriggerUp[8]="Ready";
stateTimeoutValue[8]="0.15";
stateAllowImageChange[8]=false;
stateWaitForTimeout[8]=true;
stateSound[8]=R700CBClickSound;

};

Second I want to mention is how to get a weapon to fire three shots in one click. The Left 4 Dead 2 weapon pack did it correctly even with the ammo code. I have wanted to have burst fire weapons for a while now, and I still cannot see where to make a weapon act like so. If anyone can show me what to edit or what to add (If it's a function) then please post below. If you do know how to do any of these and wish to help me understand so I can do it, don't be a wiseass and speak in riddles. If you know tell me so I actually get it. It's not a secret since many people know it, so don't act like it is one.

9
Modification Help / Weapon mount-on-back help
« on: April 14, 2012, 09:04:41 AM »
Ok so I have been trying to get this to work with my code for a long time. I was able to do it a while ago with a couple of my weapons that were just basic melee weapons. Now that I have more complex and function-infested weapons, this seems not to work anymore for some reason. By studying my code I have come to the conclusion that you cannot have multiple packages in a single .cs file. Is there any way I can keep my current package but also have the mount-on-back work? I am using GCatFirearm's code for the mount-on-back. Here is the code:

Code: [Select]
//### Mount on player

datablock ShapeBaseImageData(gc_FamasBackImage)
{
  shapeFile = "./famas.dts";
  emap = true;
  mountPoint = $BackSlot;
  offset = "0 -0.35 -0.3";
  eyeOffset = "0 0 10";
  rotation = eulerToMatrix("75 0 90");
  armReady = false;
  doColorShift = false;
};

function gc_FamasImage::onMount(%this,%obj,%slot)
{
  parent::onMount(%this,%obj,%slot);
  if(%obj.getMountedImage(1).getName() $= "gc_FamasBackImage") { %obj.unMountImage(1); }
}

function gc_FamasImage::onUnMount(%this,%obj,%slot)
{
  parent::onUnMount(%this,%obj,%slot);
  %obj.unMountImage(1);
  %obj.mountImage(gc_FamasBackImage,1);
}

function gc_FamasItem::onPickup(%this,%obj,%col,%a)
{
  for(%i=0;%i<%col.getdatablock().maxTools;%i++)
  {
    %item = %col.tool[%i];
    if(%item $= 0 || %item $= "")
    {
      %freeSlot = 1;
      break;
    }
  }
  if(%obj.canpickup && !isobject(%col.getmountedimage(1)) && %freeSlot) { %col.mountimage(gc_FamasBackImage,1); }
  parent::onPickup(%this,%obj,%col,%a);
}

package gc_FamasPackage
{
  function servercmdDropTool(%this,%slot)
  {
    if(isobject(%this.player.tool[%slot]) && %this.player.tool[%slot].getname() $= "gc_FamasItem")
    {
      parent::servercmdDropTool(%this,%slot);
      if(isobject(%this.player.getmountedimage(1)) && %this.player.getmountedimage(1).getname() $= "gc_FamasBackImage") { %this.player.schedule(5,unmountimage,1); }
      return;
    }
    parent::servercmdDropTool(%this,%slot);
  }
};
activatepackage(gc_FamasPackage);

Notice how the last function starts a package. I tried integrating this with my code without the additional package information in this code, but it wouldn't work. Here is my package in one of my weapons (Which is much larger):

Code: [Select]
;}package HK

{

function HKProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   %scale = getWord(%obj.getScale(), 2);
   %directDamage = 30;
   %damage = %directDamage;

   %sobj = %obj.sourceObject;
   if(%sobj.getType() & $TypeMasks::PlayerObjectType)
   {
      if(isObject(%sobj.client))
         %sobj.client.play2d(bulletHitSound);
   }
   
   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %colscale = getWord(%col.getScale(),2);
      if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3*%colscale)
      {
         %directDamage = %directDamage * 2;
         %damageType = $DamageType::HKHeadshot;
         
         %col.spawnExplosion(critProjectile,%colscale);
         if(isObject(%col.client))
            %col.client.play2d(critRecieveSound);
         
         if(%sobj.getType() & $TypeMasks::PlayerObjectType)
         {
            serverplay3d(critFireSound,%sobj.getHackPosition());
            if(isObject(%sobj.client))
               %sobj.client.play2d(critHitSound);
         }
      }
     
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
   else
   {
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
}

function HKWeakProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   %scale = getWord(%obj.getScale(), 2);
   %directDamage = 7.5;
   %damage = %directDamage;

   %sobj = %obj.sourceObject;
   if(%sobj.getType() & $TypeMasks::PlayerObjectType)
   {
      if(isObject(%sobj.client))
         %sobj.client.play2d(bulletHitSound);
   }
   
   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %colscale = getWord(%col.getScale(),2);
      if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3*%colscale)
      {
         %directDamage = %directDamage * 2;
         %damageType = $DamageType::HKHeadshot;
         
         %col.spawnExplosion(critProjectile,%colscale);
         if(isObject(%col.client))
            %col.client.play2d(critRecieveSound);
         
         if(%sobj.getType() & $TypeMasks::PlayerObjectType)
         {
            serverplay3d(critFireSound,%sobj.getHackPosition());
            if(isObject(%sobj.client))
               %sobj.client.play2d(critHitSound);
         }
      }
     
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
   else
   {
      %col.damage(%obj, %pos, %directDamage, %damageType);
   }
}

function GameConnection::onDeath(%this,%killerPlayer,%killer,%damageType,%damageLoc)

{
%this.player.client.setControlCameraFov(90);

parent::onDeath(%this,%killerPlayer,%killer,%damageType,%damageLoc);

}

function Player::pickUp(%this,%item)

{
%data=%item.dataBlock;
%mag=%item.mag;
%status=parent::pickUp(%this,%item);

if(!%status==1)

{
return %status;}
%slot=-1;

for(%i=0;%i<%this.dataBlock.maxTools;%i++)


if(isObject(%this.tool[%i])&&%this.tool[%i].getID()==%data.getID()){%slot=%i;break;
}

if(%slot == -1)

{
return %val;

}
if(%mag $= "")

{
%this.toolMag[%slot]=%data.HKmaxmag;

}
else%this.toolMag[%slot]=%mag;

}
function serverCmdDropTool(%client,%slot)

{
if(!isObject(%client.player))

{
return parent::serverCmdDropTool(%client,%slot);

}
$weaponMag=%client.player.toolMag[%client.player.currTool];

%client.player.toolMag[%client.player.currTool]="";

return parent::serverCmdDropTool(%client,%slot);

}
function ItemData::onAdd(%this,%obj){if($weaponMag!$="")

{
%obj.mag=$weaponMag;$weaponMag="";

}
parent::onAdd(%this,%obj);

}
function serverCmdLight(%client)

{
%player=%client.player;

%image=%player.getMountedImage(0);

if(%image.item.HKreload)

{
if(%player.getImageState(0)$="Ready"||%player.getImageState(0)$="Empty")

{
if(%player.toolMag[%player.currTool]<%image.item.HKmaxmag)

{
%player.setImageAmmo(0,0);

%player.Schedule(50,setImageAmmo,0,1);

}
else{parent::serverCmdLight(%client);

}
}
return;}parent::serverCmdLight(%client);

}
}
;activatePackage(HK);

What should my plan of action be here? Anyone with experienced coding knowledge can you help me understand what to do. Should I make a new .cs file and add the package into there? Should there be some manipulation in this code so it can fit and work properly? Anything I am willing to try please post below.

10
    I have made a tutorial in the past for new modelers to learn how to model with MilkShape, but it wasn't enough to be effective. I have just recently started and am near completion of a new tutorial for making weapons. This time at a slower pace, voice-narrated by the one and only Me, and with a much better resolution. (Some text may still be unreadable, but all you mainly have to worry about is what I say.)

Here are some pictures of my weapons, which if you practice modeling; you may be able to model as good as me:


Thompson M1A1

Mp40

Mauser M63

Colt M1911

Tar-21

(All of those are fully animated)

    Anyways; The following links are to my videos, and this page is just to advertise and describe the videos. Here is the basic description:



How-to Tutorials

      Please watch this if you are completely new to Milkshape 3D. I recommend you start with Milkshape 3D V1.8.2. It is the same version that I use, and I have had no problems with it since I began. If you do not have a registered key for the program, I suggest finding one or getting one somehow. I will give you my settings, showing you all the shortcuts, and all the basics to making things in the third dimension.

The Basics: (Coming Soon) Was requested by many to make a video to explain how to use the basics of Milkshape 3D (MS3D). It will show you how to create basic shapes, how to manipulate them, how to rotate, scale, move, and select, and will show you how to extrude (One of the most crucial elements of the program). I will also show you my layout of settings so you can use the same ones to be as efficient as I am.
    Link: (Coming Soon)



Weapon Tutorials

These tutorials will show you step-by-step how to create a successful semi-automatic weapon. You can further use your modding knowledge to create more sophisticated weapons.

Part 1: Introduces the necessities to making a weapon in Blockland, and mentions that you have basic knowledge of MilkShape 3D. (Moving objects, selecting, scaling, and rotating)
    Link: Part 1

Part 2: Finishes off my model, more information about model making, how to add custom materials and make them visible in the program. Also shows how to set up multiple rigged joints for more complex animation. (The joints combined is best for multiple objects moving at once in more complicated animations. It sets a basis for when modelers do enhance their modeling capabilities.)
    Link: Part 2

Part 3: Shows how to animate a weapon with single animations. Also shows how to export a model correctly with animations added. (I will also provide the links on this forum post.)
    Link: Part 3

Part 4: This tutorial shows you how to package the files correctly into the provided .zip file on Part 1. It will also show the results I had after completing each step I provided.
   Link: Part 4

Part 5 (Bonus): Further brings you into the world of Blockland's weapons, and shows you how to make Two-Handed weapons. It will also show how to package the two-handed weapon correctly, and also provides an alternative .zip with extra codes to make the two-handed weapon more efficient. Not hard.
    Link: Part 5



Vehicle Tutorials

      This series is coming soon, and will feature the basics to preparing a vehicle the correct way. Exact joint placement, object naming, and materials are required. Patience is crucial.

Part 1 (Coming Soon): This will cover the basics of how to prepare your model to become a vehicle. There's nothing much more complicating about it other than different joints, collision box, and specific materials. Part 1 will show you how to prepare your vehicle for the game, and it is crucial each step is followed exactly. If it is not, you will encounter the reality of a failed mod. I will have a car already prepared, and will use default wheels to be simple.
    Link: (Coming Soon)



Links

You can download all the files in each video here:

HANDS2: Download

Basic Weapon (Semi-Auto): Download

Advanced Weapon (Automatic): Download

Video Gun (Gun I made during tutorials): Download (If you want to use this as a guide)

Full Minifig (Player Model): Download

Skin Texture (Optional): Download (Use this for Two-Handed weapons, and as a base for other textures)

Notepad++ (Optional): Download (Click the "Notepad++ v5.9.8 Installer" link)

Paint.net (Optional): Download (First click on the right "getpaint.net", then on the right under "Get it now (free download):", click "Paint.NET v3.5.10". Next click "Download Now" under "Download". Finally on the right click "Paint.NET v3.5.10" under "Free Download Now:". I know that was sort of self-explanatory, but for some this may be useful. )




      If you know how to animate, model, make weapons period; do not flame. This is helping people already and I am happy that people are too. If you have any further questions Concerning Modeling, please post below.

      I may make a small video showing how to make a simple item icon. I finally made my first, and I am proud of the results. If I think it's worth making a video for then I will. They were made using Paint.net, simple and effective. Here are my item icons:









FAQ

     Going to start making miniature videos in response to thorough questions asked by peers. If you have a question that is not something you thought up in 2 seconds and is worth less than trash, reply on this post, or send me a message on YouTube. Questions that I find humorous  or worth making a video in reply to will be posted below.

From YouTube user TheGreenflame101
      Q. "Heyyy atwig!!!! Anyways I was hoping you would show us how to name the aniamte and show use where to use it in the script like how do i make it so when you click it plays fire and when i right click it gose iron sight thanks byyye!"
      A. Link

From YouTube user Bluetiger457
      Q. "Why is it that when I place joints I get bigger circles than that in the video and my circles won't connect? I have the same version of MilkShape, too."
      A. Link

Questions are accepted! Ask away!

11
Help / Black screen crash after starting server
« on: October 15, 2011, 10:36:31 AM »
Hey guys,

A friend of mine hosts a server, and she has been for quite a while now. All of a sudden however, the past day when she tries to host; while in the middle of actually being in-game, she gets a black screen, and everyone crashes including her. She tried re-installing the game several times, and nothing good has come out of it. If anyone has any knowledge, or can help this in any way, then please reply and try to help. Thank you.

12
Modification Help / First Public Weapon Display
« on: July 31, 2011, 10:24:45 PM »
          Hey guys I have something I want to point out. I started making add-ons two years ago, and what crappy add-ons those were.. ew.. Anyways; I feel I should show off my latest guns because; well I just feel like it. I get very nice reviews on them, and they're great. I also take extreme care in animating because I see a lot of people miss the point in animating. Very few make good animated weapons, and if someone does make reloading animations, it usually doesn't feel real. Here are screen shots of my weapons. At the bottom I will add a link to a older video of mine. It shows, most of my weapons. All but the p90's, SCAR-H, and Remington 870. Here are the pictures:

These are copy and pasted from the {EC} clan site:

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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AKM-47

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Stockless AKM-47 Silenced

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Stockless AKM-47

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
AKM-47 Silenced

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
M16

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p90 Bipod (Bi-Pod decreases spread in crouch-mode)

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
p90

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
p90 Silenced Bipod

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Deagle

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SCAR

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Remington 870

Those are the pictures; now if you want to see some of them in action; then go Here.

          Ignore the carbines if you want to, they're a lot older, and are in desperate need of a re-design.
If you have any comments; if you maybe are interested in this. Then let me know. I'm usually making weapons, and if you maybe want me to make something (not over the extreme) then let me know!

(These are weapons that took me two years of self-taught modeling experience to master, with the help of Uxie. I give you much credit in helping me understand animation and extruding!)

13
Modification Help / A Twig's Add-On Tutorial [Milkshape3d] - Repost
« on: July 31, 2011, 03:31:37 PM »
Hello and welcome to my basic Add-On making tutorial. I do know for a fact that there are a couple of pre-existing tutorials out there, but this has been requested for me to make one myself.

Getting Started

          This tutorial will show you how to make add-ons with Milkshape3d. To get Milkshape3d; you can download it Here. Now when you download and install; open it up and you should get a screen like this:



Making The Model

          That last part shouldn't of been hard, this shouldn't be either. When you open Milkshape3d you have a lot of options to choose from. For this you will only be using about 5-10% of them; most of them aren't used for this kind of modeling. On the right-hand side you should see a bar with many different buttons and tabs:



To get started; how about we make a sword. Click the "Box" button:



Now to create a box, drag from one point of one of the 3 grey screens, and then stop dragging on another point. You should end up with some sort of box:



          I almost forgot to give the download for the HANDS2 model. It's the two Blockland hands. You can download it Here. We should scale down the box so it actually fits in the player's hand. Go to "File", then click "Merge". Look for where ever you downloaded the HANDS2 model, and when you find it open it. You should get this:



          It still looks weird. I'll get you started by at least having a decent handle. Go to the "Scale" button on the right. Now go to the "Groups" tab on the top:

\

          If "Box01" isn't selected already then double click it. This should/will turn the box on your grey screens red. This means it's selected. Now use the "Scale" tool I told you to click, and just; scale it. It's pretty easy to figure out. Scale it down so that it fits in the player's hand. Once you think you've done it; keep the box selected (red), and now click the "Move" button on the right:



Now drag the "Box01" over into the right hand. Make sure it fits nice in the hand so it doesn't look weird when it's in-game:



We don't need the other left hand anymore. Just use the Select tool, and highlight the left hand; (the one we aren't using). Now just hit "Delete" on your keyboard:



          From here I'm going to let you do whatever you want with the handle. Here's what I did for my sword (you don't have to do it like this).:



Adding Textures

          No one ever wants a colorless model. To get you started; I'm going to give you my texture folder, with around 12 textures to pick from. You can download them Here. To add textures; go to the "Materials" tab on the top:



          Once you get here; click "New". This will give you a fresh blank texture to work with. Now click on the top rectangle box that says "<none>"; on mine it says"Metal 1.png" because I already colored my model. Look for a texture you want; if you downloaded my texture pack then look for mine. Select which you want, and then you got a material. I like to see the color in Milkshape3d; so I click on the "Ambient" and "Diffuse" tabs and set them as the color I loaded. You don't have to do this it's optional. I just recommend you doing the materials without the extra thing I do. If you want to color multiple pieces; then just repeat the steps for as many colors as you desire.

Adding Joints

          This is one of the hardest parts of modeling once you get into more complicated stuff including animation. For this simple model we just need two joints; "mountPoint" and "muzzlePoint".(CAPITOLS MUST BE EXACT) To begin; go back to the "Model" tab, and click the "Joint" button on the bottom. I already did the joints, and they should be set up like this:



          To get them separate; you use the Joint tool, click where you want the first one to be. Now click the Select tool and click somewhere away from your model. Finally go back to the Joint tool and click the second joint and you're done! Reason why you want to use the Select tool to keep them separate is because of this:



Now it's time to rename them so they work in-game. Go to the "Joints" tab on the top-right side of the tabs. When you get there; there should be two joints. joint1, and join2:



          I already have it set as "mountPoint" and "muzzlePoint". When you do this step; make sure the names are EXACT. I can't stress the situation anymore, if you screw it up it's your fault. Rename the one on the handle to "mountPoint" and the one farther out of the blade. That joint tells the .cs file (script file you'll be looking into later) to spawn the projectile at that exact point. Once you've renamed them you're done with joints! Now let me think; is there anything I forgot. Oh yes.

Renaming Groups

          Go back to the Groups tab. You need to rename the groups because when you export, the LOD (Length of Depth) will be set at numbers that aren't good. Your LOD should ALWAYS be set to 0 for weapons. Now double click one of the groups, and then type whatever name you want into the little text box:



          Rename them to your desire. Once you type out a new name, click "Rename" and it's a new name, when you do this make sure you don't use numbers in the names. It will pick up as a LOD. That's it for modeling, we covered joints to the bone, materials to the bone, and the basic tools down to the foundation (exaggeration much? Ohhh.. definitely ..)

Flat Shading

          This step is the second to last step to having a successful model worth using. To start; on the bottom in the Model tab there should be an area called "Select Options". Make sure there is nothing checked under "Vertex" and "Faces". This will make sure that when you highlight in one of the three grey screens, that the program highlights every face, and not just the ones shown on that face (that's why they're called "Back Faces".. dur..):



          Now click the Select tool, and highlight every part of your model. By now your model should have no hands, joints, materials, and is nice and ready to flat shade. Before we begin; go to the Groups tab, and check the box next to "Auto Smooth". Everything should look like this, but with a different model:



                Lastly save your model; even if you have already. You don't want to go back and do half the stuff all over again right? Save it as whatever you want. So go to File, then Save. I think you people should know how to stave stuff. If you don't get out. Don't save after you flat shade.

The next steps are going to be step-by-step, make sure you follow each picture:

Vertex - Unweld



Uncheck Auto Smooth



Tools - Tile Texture Mapper



Cubic - OK



Vertex - Weld Together



Exporting

DO NOT SAVE NOW OR AFTER EXPORTING

          Now that we have a flat shaded model (in case I forgot to mention what flat shading does; it makes the model not glow in-game. If your model was glowing in-game it would look handicapped 100%) it's time to export it. You need to go to:

File - Export - Torque DTS Plus



You should get a window like this:



Once you get this window; Uncheck "Generate .cs file" and "Output dump file" (not required):



          I didn't rename my groups to show you guys how to change the LOD of a group if it isn't 0. Click one of the groups that has a LOD other than 0, and then click the button "Edit" Once you get there you should be here:



Delete the number on the right text box, and replace it with 0:



Now click "OK". Do the same with every other group that has a LOD other than 0. When it's finished it should look something like this:



          Finally you're done editing LOD's. Now click "Export DTS". Once you do that you should get a save box. You can save it as the same name you saved it as (I usually do this), or you can rename it to something else; so you know it's the exported file. In the end it should look like this:



Now click save and it should work! If it has a box pop up like this:



          If that pops up it means that you have two of the same group names. Like if you didn't rename and you used more than one box. You'd have group names like "Box01" "Box02". When this happens; go back, open the save, rename, then do it again.

Packaging

          This part will make it work in-game. You'll need WinRAR for this. You can download it Here. Once you download it; open it up. You'll need WinRAR or 7zip to open it. You can get WinRAR Here. Click "Download WinRAR"; then install WinRAR. Now open up Weapon_ExampleSword; inside you'll find the following:



 Now open up "description.txt" and you'll get this:



          Change Example Sword to whatever you want. Where it says "NAME HERE" and "DESCRIPTION HERE"; you put your name in, and then you put a tiny description of the weapon. When you're done, go to File, then click Save. Next open up "namecheck.txt" Inside you'll see "Weapon_ExampleSword". Just change ExampleSword with whatever you want; then go to File, then Save that. Whenever you save a file in a WinRAR; it'll show a box:



          When this pops up just click "Yes". That will save the file you just saved; otherwise it won't save. So make sure you always click "Yes". Once you've changed those, open up "server.cs". Don't worry; you only need to edit a few things. First go to the top, and click the tab "Edit" and go to "Replace". Once there you'll get this:



In the top box type "ExampleSword", and in the bottom box type whatever your weapon is called. Once you typed both in, click "Replace All". This will replace all the ExampleSword's with whatever you typed in. Next, scroll down to here where it says "//projectile":



          Once you find this; you can edit the damage, gravity of the projectile, velocity, ect. You can change them to your liking, but don't change muzzleVelocity. It's generic for swords unless yours is enormous. Scrolls down a little to "item" where you can edit the name of the .dts file (the exported file you just did). Make sure the one in the .cs file is identical to the one you actually made in Milkshape3d. Scroll down a little more and you find "weapon image". Here change the name of the .dts to your weapon's .dts. The rest you don't have to worry about; other than one last thing. Scroll down until you are here:



          These are the Sequences. This controls what happens when. This part where it says "stateTimeoutValue[3]     = 0.15;". This tells the sword how much "Fire Rate" your weapon has. This is usually used for guns, but my sword swings a little faster then default. Lastly let's go to the very bottom and show you how to edit the animations. This code lets you use any default animation as your fire animation:



When you're here, you can pick from a variety of animations (only a few because some aren't good for weapons):

activate1 - Activation
activate2 - Flailing arms
armattack - Swinging with your right hand
armreadyboth - Typically huging (/hug)
armreadyleft - Left arm out
armreadyright - Right arm out
leftrecoil - Moving the left hand up
plant - Planting a brick
root - No animation (Null)
rotCW - Turning clockwise
rotCCW - Turning counter clockwise
shiftAway - Shifting the ghost brick away from you
shiftDown - Shifting the ghost brick downwards
shiftLeft - Shifting the ghost brick to the left
shiftRight - Shifting the ghost brick to the right
shiftTo - Shifting the ghost brick towards you
shiftUp - Shifting the ghost brick upwards
spearReady - Charging the spear
spearThrow - Throwing the spearl

Joint names:

muzzlePoint - Where projectile is spawned
mountPoint - Where player holds item
ejectPoint - For guns mainly (where shell comes out)

          Now just save the .cs file, close the WinRAR, rename the .zip to whatever your weapon's called (Weapon_NAMEHERE), and you've got a weapon! Don't post your first weapon; please. For your sake you will get flamed for it. The most you should do is either show it to friends, or post it in  Modifcation Discussion. Thankyou all for taking your time reading!

14
Modification Help / Moved
« on: July 31, 2011, 03:15:09 PM »

15
Help / How to make an automatic weapon semi-automatic?
« on: April 21, 2011, 08:02:22 PM »
Hello,

I'm good with .cs files and all that area, but ever since I've been; this is sad of me cause most people that mod probably know how to do it. Lets say I have a .cs file for an automatic weapon, it has all the stuff for a weapon I'm making that's semi-automatic. I have no clue where in the .cs file it controls the fire type. I'd like it if someone could explain where to find the part of the .cs and how to edit it. I would appreciate it very much, It's a small favor, I don't need to be flamed for  "So a modder doesn't know simple stuff like that?" or stuff in that area, because we all have to learn somewhere, and I've looked for hours not finding it. Thank you.

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