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Topics - datiel12

Pages: [1] 2
1
Drama / THIS GAME SUCKS MONKEY rooster
« on: August 17, 2018, 12:56:21 AM »
forget YOU BADSPOT, ROTONDO AND KOMPRESSOR + WHOEVER BETA TESTED THIS ROBLOX KNOCK-OFF!

2
Off Topic / this forum is gay as forget
« on: August 17, 2018, 12:51:43 AM »
full of roblox rejects and is ran by the ugliest basement dweller that i have ever seen. if roblox never existed this game would have less than 10 copies sold (not that it has any impressive figures anyway) BAN ME BADSPOT I DO NOT DESERVE TO PLAY THIS stuff GAME;


4
Off Topic / Whats the best fruit
« on: July 28, 2018, 01:39:35 AM »
Cantalope and papaya are loving banned

5




what the forget does "bad faith presence" mean?

"/edge"??

6
Suggestions & Requests / /act but for blockland
« on: June 15, 2018, 04:02:08 PM »
something like the act command from gmod to do full body taunts


7
Games / what are good free games
« on: May 14, 2018, 02:37:17 PM »
i have nothing in my steam library and im broke, what are good free games, also needs No longer has to only be 32bit


they have to be free

8
Anyway to change Environment settings through server.cs when an addon loads or something? Also is there anyway to add light sources and place audio at a certain area?

9
Off Topic / whats that game in "the party" picture in the kitchen
« on: April 08, 2018, 06:55:27 PM »


waddu hecku is this gamu?

10
Ok, firstly I wanna say that this is my method of how I make my maps, I'm sure there are plenty of other and probably better and more efficient ways of making collisions with convex hulls and all of that. But this is the method I prefer and how I do things.

So, now we can start. Okay, so here are the things you will need.

-Blender
-Tendons export.py
-Vhacd (Blender Addon)
-Auto Rename (Blender Addon)
-Crafty (For porting GoldSrc maps or Source Maps)
-GCFScape (For opening .pak files to extract Texutres from goldsrc or source games)
-Ports DTS export/import
-Flexxi

-Part 0.5: Getting GoldSrc or Source maps-

This part only applies if you want to port source or GoldSrc maps to blockland, If you already have a 3d modeled map then skip this. Source maps are really high poly most of the time so do those at your own risk.. I guess.

Source Game - Map Import

Anyway, download Crafty and GCFScape from the links above.

First open GCFScape. We're gonna get and create a textures folder first.



Alright, So its blank! We're going to mount a .pak file. To do this click the folder in the top-left corner. The one with the arrow going inside it. Or Click File->Open, Or press Ctrl+O



Once you do this, navigate your source game folder. You can use either Source SDK or a source game in general. From here go into the "hl2" folder (if you chose a source game) or the "sourceengine" folder (if you chose Source SDK)



From here open "hl2_misc_dir.vpk".



Now shift or ctrl select both "models" and "materials" folder, right click and press "Extract"



Afterwards click a folder to extract it to and you're good.

After its finished extracting look for "hl2_textures_dir.vpk" and do the exact same thing.



Extract the models and materials to the same folder aswell.

Once thats done, for the final part go into your source game you want to import maps from. For me lets say CS:S



Select "cstrike_pak_dir.pak" and open it



And extract the "models" and "materials" folder to the same place as the others. And also create a "maps" folder inside your folder. So it'd be like this.

 

So now here comes the good part. The map importing. So go into your maps folder for the game you wanna import. I want to import a CSS map so I'd go into the cstrike folder.



Now click "maps" and copy and paste the map you want into your extracted textures "maps" folder



Now open Crafty, Click Setup->Profiles and click the game you wanna export from. I will Click Counter-Strike:Source because thats what i'm importing from



Now click View->File System Browser or press Ctrl+F



Now click (In the file system browser) File->Open->Folder



Now navigate to your extracted textures folder. And click OK.

Once you do.. Congratulations! You now have your map folder working!

now, click your maps folder and double-click on the map you wanna export.



BAM it worked..



Now, go into your Setup tab and click Options. And then click on "Exporting" then make sure that these are selected



Then click apply and OK. Then press Ctrl+E and select a folder to export to.

Congrats! Now you have a Map Model from Source!


GoldSrc Game - Map Import

Now, instead of Extracting and stuff, HL1 textures are already there and ready to go. So just open the file system browser and mount the Half-Life folder!

Just go back to the profiles tab and select the game you wanna export textures from!



Now click the game you wanna export maps from. I wanna export a HLDM map so i will choose the folder that says "valve"



Now press maps and select the map you wanna export!



Press CTRL+E and select the export folder!

You're finished!

-Part 1: Setup-

Ok, Start up Blender and be greeted with a blank canvas



Great, a cube. Now to get rid of it and other Stage items! Select all by pressing "A" twice and pressing delete.



Now its time to import our exported map.



Go down to import and select "Wavefront OBJ (.obj)" Now locate your exported map file



click the .obj file and wait for it to import.



You have successfully imported the map! Now Hold shift and Right-Click on an object and press CRTL+J and afterwards Press S to scale it.



Now press Shift+Ctrl+Alt+C then click "Geometry To Origin"



Now Click on the "Object Editor" and rotate it



Change it from "90" to "0" and it should flip over. Next is what I personally like to do, which is turn on Textures.



And click that little white sphere and change it to "Texture"

Now lets get to installing the 3 Addons required

Lets start with VHacd First. First download it from the Github link and then extract the folder somewhere you'll remember.

The github Description has an installation tutorial so I'll paste it here

Code: [Select]
Copy the Python script in v-hacd/add-ons/blender/object_vhacd.py to your Blender addons directory.

For Blender 2.78+ this directory will be where you installed blender. I installed it in "Program Files/Blender Foundation/Blender/2.7x/scripts/addons/".

You're at the right place if you see other scripts prefixed with object_.


The addon must be enabled before use.
After copying the script to the addons
directory, open Blender and navigate to File > User Preferences > Add-ons.
Object: V-HACD will be featured on the list, if you do not see it then search "Object: V-HACD". Check its mark to enable the addon and save user settings.

Also, you will need to keep the rest of the files included in the github package. So extract all of the folders that are inside of the addon into a folder.



Congrats you've installed VHACD!

Now for Ports DTS import/export.

Download the addon from the Github Link aswell, and open it. Then press the Windows key + R to open the Run box. And type %appdata%

Once you've done that look for a "Blender Foundation" Folder. Then click it and click the folder "Blender" Now choose your current Blender version, mine is "2.79" so I'd click "2.79". Once you've clicked your Blender version click on the "scripts" folder then "addons" folder. Now drag the "Io_scene_dts" FOLDER into the addons.



And to install the last Addon which is "Batch Rename" this is the easiest one to install So don't worry.

Download the .zip file of the addon, and go into blender and press "Install Add-On from File" then navigate to the downloaded zip and double click it to install it.



And also, when you install these make sure you click the check right beside it



Then press "Save User Preferences" and restart blender - Be sure to save your map.

Once its been restarted open your saved map file and press go back into the "Object" tab. We're going to add it into a group.



Now click the "Add to Group" button and type in "detail32".



Now your object should have a green outline on it.

Anyway, look at the bottom of the program. You should see something say "Object mode" Switch that to "Edit" mode.



Now click the "Faces" button.



Okay, now all you need to do is Press A once then press C to enable multi-select. From here select the faces you want the player to collide with.



If you've made a mistake, then use Middle-Mouse to deselect the selected face. Once you're finished then Right-Click and Press P.

Once you've press P then click on "Selection". Then switch from edit mode to object mode. Once you've done that Right-Click on the area you just cut out.



I know its selected because of its green glow. Anyway once you've selected it look on the left side of the program. You should see a tab named VHACD. If you don't you're either still in edit mode or you didn't enable it.. If you see it then click the blank field.



Once you've pressed that you will have to look for where you extracted VHacd



Now, look where it says "bin","bin-no-ocl","bin-no-ocl-comp".



Yeah, if your PC is old and a 32bit that doesn't support things like OpenCL like mine. Then choose "bin-no-ocl". If your PC is really great and is 64bit and has OpenCL support, choose "bin". If you're on an OSX that doesn't support OpenCL then choose "bin-no-ocl-comp".

Then choose your windows "bit" which is like 32bit or 64bit. Or if you're on an OSX then click OSX..



Now click "TestVHACD.exe"



Now click on the Button that says "V-HACD"



This will come up, just press "Ok" unless you know what its talking about.



You now have a Convex Shape!

Now, in the object editor panel click on the newly created object.



Now click the little plus sign next to it to expand it



See the object that starts with "BSP"? Thats the cut model just select it and delete it.

Now, In the group panel press the + button and name it "Collision-1"



Now, press the newly created mesh while holding CTRL to rename. And add at the beginning "COL"



Now you've created your first collision!

Now lets say you have alot of collisions in one mesh. Like this



That would be alot of renaming now wouldn't it?

No problem! First delete the mesh in there. Then click the "Parent" which would be the object that the rest of the meshes are under.



Then click on the "Add to Group" button and click "Collision-1" Remember to do this all to the parent first. Then press Shift+G and click "Children", then press CTRL+Shift+G and click "Collision-1" and now you have added all of those meshes to the collision group!

Now don't rename them by hand. Let blender do it!

Click on the "Name" button on the side, then press the blue highlighted button shown in the picture.



Then click "Batch Name"

And now make your settings exactly like mine.



Then click Ok and now the Child objects have COL in the beginning!



Almost done! Now press Alt+P and click "Clear and Keep Transform" Now all child object have left the parent! Now the only thing thats left is to rename the parent object to have COL as a prefix. Which you can do by CTRL clicking it in the object viewer.



Now you have to do that same thing for the rest of the map!

Anyway lets say you wanna test it out. Well you need to open the scripting panel first



Click Open



Now look for where you put Tendons export.py and open it

Once you have it found go ahead and open it, then scroll to the bottom and find this line.



change this to your blockland installation directory. And for where it says Map_Kitchen, go into your blockland addons folder and create a folder named "Map_[yourmapname]" and within that folder create another named shapes. Since im making snark_pit from HLDM im gonna change it to be.



Now save the .blend by going to File->Save. Then click on Run Script!

Now go back into "Default" mode by changing script mode back to it. And now we're going to get the textures into blockland

Now to get the textures, find your mesh files that dont have COL at the beginning and Shift Click them all.



Then press Ctrl+J. Now head back to your Models Import Location and find the JPG files (If you used the goldsrc/source way)



See how they have Snerkperp at the beginning? well we have to add those to the materials aswell in blender. So click on your meshed map that you just did. And head to the "materials" area



Then go back into the Batch renamer and this time make it like this.



Notice how the cube isn't selected but the checkered ball is.

Now click OK



If it matches, it works! Now re-run the script to export!

Now head to your map folder in your blockland addons, copy all of the map textures and put them inside the "shapes" folder



Now head into blockland and enable the map!





It WORKS! But the textures are messed up. In order to fix this you have to resize the textures to a number by the power of 2. What I normally do is make all textures 256 x 256. Thats what I did for the Black Mesa map. But there are 40 textures you're not gonna go and resize them all by hand.

This is where Flexxi Comes in handy!

Open it up and be greeted by a Fox...



Click the Add button in the top and select "Files" then select all of your texture files



Once you've done that then click the Resize button



Now click the Size resolution and change it to 256 x 256, also change the Resize Mode to sprain.



Then click start!

Once its finished, go into your shapes folder and you should see another folder named "Resized"



Drag all of those textures from the resized folder and replace the older textures and restart the server!



Its been Fixed!

That Concludes this tutorial. It looks hard because its a really long page. But its only long because I explained ever bit of it.

I would've included a part with importing v20 maps but thats really a hit or miss at times. One time it was to work, the next it doesn't. If you have any questions just reply and I'll try to answer to my best.

I also think that this tutorial isn't really as good as it should be but will hopefully get it across..

11
Add-Ons / d
« on: March 02, 2018, 01:28:57 PM »
d

12
Help / Steam Version not authenticating me
« on: March 01, 2018, 11:02:53 AM »
Just randomly started getting this error out of nowhere..



Now I cant join servers or host any either.. And it seems to be an isolated issue.

13
Modification Help / static map spawn??
« on: February 27, 2018, 02:37:45 PM »
So, I finished a map and when I load the addon I don't spawn in the map but I spawn ontop of it.. How I fix????????


thank  :cookie:

14
Help / Missing Sequence and Crash if joined
« on: February 03, 2018, 08:27:42 PM »
When I join a server, I get missing sequence from m.dts. I reinstall and when I get into the server without that issue coming up the game crashes with a visual C++ error..

Help?

15
Suggestions & Requests / First Person Death mod link dead
« on: December 27, 2017, 09:17:08 PM »

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