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Messages - SwiftHyena2593

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1
General Discussion / Re: Why did you keep playing Blockland?
« on: March 26, 2021, 09:24:36 PM »
i still enjoy experimenting with static maps, and building cities with my friends.

2
Off Topic / Re: how do you go gamer mode
« on: March 16, 2021, 02:28:14 PM »
This is now the Geese thread V2


im going to sue your bitchass for making a stuffty ripoff of the original world famous geese thread

3
Off Topic / Re: Badspot Apreciation Thread
« on: March 12, 2021, 05:48:32 AM »

lol badspot's gonna get canceled by the twitter sjws because he said the n word

4
Off Topic / hyena thread
« on: March 10, 2021, 08:38:32 PM »
today i decided to create the sequel to the geese thread: the hyena thread! post anything related to the 4 hyena species in here.
P.S. forget YOU DISNEY AND forget THE LION KING!





5
Modification Help / Re: Brickbuilt-style Playertypes (Help!!)
« on: March 09, 2021, 10:32:34 AM »
There's a tool to export Blockland BLS files to OBJ files to import into your preferred modeling software. It's linked below. It's very easy to use.

https://files.dataorb.net/blockland/BLS2OBJ.zip

7
Modification Help / Re: SwiftHyena's Development & Experiments Topic
« on: March 09, 2021, 06:15:41 AM »
o damn u still around

are the static maps all flat? would be cool if you factored in elevation data as well
No, not all of them are flat. There's maps that i've ported from GTA 1/2 that have some terrain. I would do that for the OSM2World based maps but the datablock count would be so incredibly high it wouldn't even be worth importing it into the game, not to mention how frustrating it'd be to make all that collision.

8
Modification Help / SwiftHyena's Development & Experiments Topic
« on: March 08, 2021, 08:49:49 PM »
You guys thought I was done with making Blockland add-ons? Well how wrong of you to think that. I figured I'd come back, and bring you guys more unnecessarily detailed cars and massive ass recreations of entire islands

I'll be constantly updating this thread with pictures and descriptions of what I'm currently working on add-on wise.



Bruckell LeGran
Just a port of the Bruckell LeGran from BeamNG, which I ported to another game/engine called Outerra Anteworld, and then finally, It ended up here. It has a working steering wheel, engine sounds and proper transparent glass so far. I dont have many pictures of it in-game right now.



OSM2World Experiments

Here's something I've kept mostly hidden from the Blockland community besides some close friends since I started doing anything with it in 2018: Static maps created using OpenStreetMap data. Tools used for this are linked in the quote below. I'll also attach some of the maps I created this way so people can mess around with it and explore them.
Quote from: Corryton build thread

I have plans to make/port more maps as well. One of these that i'm slowly working on is a recreation of all 500 square miles of O'ahu, Hawaii using OSM2World, which is a tool that makes 3d models from OpenStreetMap data. And I'm not making this stuff up. I've actually managed to import it before back in early 2020(albeit with plain colors for textures because OSM2World literally died if i tried exporting with high quality textures.) A friend and I drove across it over the summer and it took us 1 1/2 hours to get across the entire map from the southernmost point all the way to the northernmost tip of the island.




*trees are bricks i placed myself fyi


Like I said, It's not the most detailed map ever, but it's definitely something that has never been seen before in Blockland. This isn't even the first time i've done this. I've also imported other places, like the entire city of Reykjavik, Iceland, and one of the Canary Islands, Lanzarote. Even as far back as 2018 I was using OSM2World to import small cities and sections of towns.

Here's how OSM2World stuff looks with textures:





Still kind of bland obviously but with some retexturing and polishing up, you can have something incredible.

Like I said, I plan on working on O'ahu and adding as much detail and textures as possible. It's a bit of an ambitious project but I'm down for the challenge. Anyways, I'll even link OSM2World here and a few other resources for those who'd be interested in messing around with it.

OSM2World
OpenStreetMap so you can download map data
JOSM Editor incase you want to edit said map data for whatever reason.

I'm sorry for that long as forget post but I just figured it'd be worth mentioning all that because it truly is something amazing.

Links to old/incomplete add-ons

Most of the stuff I'll be releasing below was never finished/was experimental/etc. Do not expect any of it to ever be updated or finished because I've lost the .blend files for them and even if I still had them I most likely wouldn't be very interested in working on any of them, with the exception of Oahu, which a new version with updated data and better textures is being worked on. Some of these maps also have their own flaws, like missing collision for some stuff. I figured I'd post the stuff below for anybody to mess around with on their own.

Oahu, Hawaii

500 square mile recreation of the entire island of Oahu, Hawaii. This is quite literally the biggest known map of any type to my knowledge ever created for Blockland. This was an experiment of mine from early 2020 to see just how big of a static map Blockland could handle. Textures are just plain colors, and there might be some glitched buildings, but besides that, If you like driving, you'll be in heaven with this map because there's quite literally 1,500 miles of roads waiting for you to drive down them. It will take a while to drive across the whole thing, so make sure to pick out a good album to listen to on the way, maybe get a friend to keep you company as well like I did. Do whatever you want with this map, I really don't care what you do with it. All I'll say is that there's a new version of this map in the works so don't make anything too significant because the location of the map will have shifted and it would screw up everything.


To be added soon:
Lanzarote, Spain (Summer 2019)
Reykjavik, Iceland (Late 2019)
White Plains, NY (Summer 2019)
Various other map ports from 2018-2020

My old Add-Ons topic that was started back in 2018

P.S. most of these vehicles suck ass compared to what I can do now,most of these were made when I was first getting into mod making, so scaling will be off, there wont be working steering wheels or anything like that, no transparent glass and no sounds.





9
Suggestions & Requests / Re: gm_highway/gm_bigcity/gm_fork static map?
« on: March 05, 2021, 04:29:30 PM »
ive had some success porting source maps to v20 rather then poopy staticmaps, but its quite a janky process with results that require a forgetton of patching up before being functional and looking good:

some of gm_excess_construct:




i did end up finishing a map port into a complete downloadable map, and that is gm_flatgrass


this method of porting maps gives you results with just-about perfect collision with players and vehicles, and proper lighting with baked lights, but is also a pain in the ass to fix up for proper use on more complicated maps. and also the textures for big maps like gm_bigcity take up a lot of space, which takes aages to download over a torque server
Damn, now I want to try doing this myself.

10
Gallery / Re: City of Corryton
« on: March 05, 2021, 03:45:42 PM »
staticmaps never took off because theyre such a janky and unoptimized system to work with, and end up looking far worse then maps in v20 ever did
even though making proper maps for v20 is also a pain in the ass, at least you end up with proper terrain and better looking lighting in the end
and most of all a result that users can download in under a minute, while v21s staticmaps are a complete hog on datablock count that take soo long to download over a slow torque connection
I personally disagree with the lighting part, because static maps can look really good with the right shader mods IMO. But you're definitely right about datablocks. Oddly enough though, the maps i've made with OSM2World end up being extremely low for a static map on datablock count (O'ahu only has about 530 datablocks). But that's mainly because I didn't give anything collision and I join everything together, and then divide it up again into chunks of a few thousand vertices. I'm not even sure If I will honestly, unless it's a building with an interior or something like that, because there's so many buildings and objects, the datablock count would be ridiculous. Plus, I've never figured out how to get height data to work in OSM2World (idk if it even supports it), so the maps are just flat on the ground. Which is kind of both a good and bad thing. Good because then you dont have to deal with making collision for the terrain, not dealing with the terrain models themselves doubling the datablock count, and building stuff alongside existing buildings/roads easier. Bad because it's flat obviously and might not be as interesting to explore for some.

Making/porting regular old maps however, is like you said. Kind of a pain in the ass because the collision making tool that I use, VHACD tends to stuff itself and freeze up Blender a lot if you're trying to make collision for something complex like terrain, among many other things like the map not even appearing sometimes when I export it even though everything was done properly, the export script taking forever to export a map with many objects/datablocks. (It once took me over an hour to export a map from blender)

That's cool. If you were gonna do Oahu I figured you could also just take the map from Test Drive Unlimited 1 or 2. :P

I actually tried to port Test Drive Unlimited's map to BeamNG but I ran into some issues with the model format while importing it into blender. Plus it just seems like i'd run into a lot of issues trying to port it into Blockland. Maybe if I can get it into blender I'll try to at least reuse the roads and buildings from it.


1.
Cambridge is pretty alright. Collisions are wonky but like you said you lost the files or something so you released it as is. I wonder if maybe at some point you could somehow work on it again or something. Don't get why the collisions are wonky anyways, I never used Blender or anything like that but my assumption was that there's a plugin or program or something that could auto-generate collisions anyways. Unless it's like... a limitation or something (like collisions in BL can only have so many vertices, or that collisions are too performance-intensive, so you make them where it matters, etc.). To which in that regard it'd make sense. Or if Cambridge was given working lights and stuff (but idk if that's possible with maps or if you have to build them yourself with bricks).

2.
Something I'd look forwards to though would be something like porting maps from Garry's Mod (such as bigcity or highway, or even fork somehow idk, or just smaller city/race maps like EvoCity) or bringing back old BL maps. I heard NYC was pretty big. :P

3.
I don't know, just some suggestions. But those pictures are looking really damn cool. I wonder how performance is, I mean I'd assume it's not too bad because terrain looks flat and everything's rather minimalistic.

I know I'm an impatient forgeter (because time's slow lol) but if one of these days something in this regard could be released as an "open-beta" or something, where it's at least playable or testable or something, it'd be neat to have.

Regardless, amazing job on all this. I guess I'm partly upset because I was really hoping this static map stuff would like... you know... take off, and we'd be getting all sorts of crazy maps. I myself have been looking for a really good driving/city map of some kind that's decent in size and the like, so I'm especially happy about that Oahu thing. I just wonder if integer accuracy will be an issue with it (in just about every game engine, the further you get from the origin, the more jittery and violently shaky things begin to get).

In the meantime, does anyone know if there's a way to port static maps to that static map mod (the one that came with Bedroom and Asteroids and all that)? It'd be nice to pick maps with a dropdown in the Environment menu instead of having to enable it and restart a server.

1. I still have the model pack I got the models for Cambridge from. It was from a city model pack from the Unity store, but I got a free copy of it from a friend. Maybe someday if I have nothing better to do I'll make a re-remaster of Cambridge (I say that because the released version is actually a remaster of the original Cambridge model) The pack also contains some other cities I might try to import. Also just figured I'd state it wasn't even named Cambridge by default, it was just a generic city I polished up and named.

2. I started to work on a port of GSFGhost's NYC last summer but it's just been on pause for a while. I also have thought about importing some maps from Left 4 Dead 2, as well as gm_bigcity. I don't know if any of this will happen just yet.

3. The performance is really good as you expected. The game does get a bit shaky and weird though when you go real far out, as expected. It wasn't too unbearable when my friend and I drove across the map though. Also, the old static maps mod you mentioned is long dead. It'd be incredibly bad for the datablock count as well to have multiple maps enabled at once, rather than just having one loaded and restarting when you want to play on another.

At this point I might as well make a seperate thread in Modification Help for this stuff.


11
BTS fun fact: There was a coloring glitch related to missing textures where the color of the windshield would become the opposite of the painted color

Actually that looks kind of cool in a way.

12
Gallery / Re: City of Corryton
« on: March 04, 2021, 08:36:28 PM »
Is there the possibility you could beta-release the map and brick save so we could richard around with it in singleplayer or using our own addons?
First of all, there is no "map", I was comparing the DTS bricks to static maps. I don't plan on releasing the save, mainly because it's something that isn't ever supposed to be "complete", it's something I add to and come up with ideas for often, and it'd be a pain in the ass to update the save file every day. Plus, it's just not something I want to release, not because i'm a richard and I dont want other people to enjoy it, but it's more of something I wanted people to join my server and contribute to it by adding buildings and what not. I do however plan on releasing the modter print pack and some of the bricks I made for this sooner or later so people can make their own stuff like this.

If you want a city map to mess around with that I have released though, you can check out my Cambridge map I released last year on Blockland Glass. This is a full-on static map, but there's open lots for building, and lots of roads and stuff to drive along. The only downsides to the map are that the buildings and the riverbed have no collision, because I lost the .blend file for the map in a hard drive failure before I could finish working on it, and I just released it as is.
https://blocklandglass.com/addons/addon.php?id=1294

I have plans to make/port more maps as well. One of these that i'm slowly working on is a recreation of all 500 square miles of O'ahu, Hawaii using OSM2World, which is a tool that makes 3d models from OpenStreetMap data. And I'm not making this stuff up. I've actually managed to import it before back in early 2020(albeit with plain colors for textures because OSM2World literally died if i tried exporting with high quality textures.) A friend and I drove across it over the summer and it took us 1 1/2 hours to get across the entire map from the southernmost point all the way to the northernmost tip of the island.




*trees are bricks i placed myself fyi


Like I said, It's not the most detailed map ever, but it's definitely something that has never been seen before in Blockland. This isn't even the first time i've done this. I've also imported other places, like the entire city of Reykjavik, Iceland, and one of the Canary Islands, Lanzarote. Even as far back as 2018 I was using OSM2World to import small cities and sections of towns.

Here's how OSM2World stuff looks with textures:





Still kind of bland obviously but with some retexturing and polishing up, you can have something incredible.

Like I said, I plan on working on O'ahu and adding as much detail and textures as possible. It's a bit of an ambitious project but I'm down for the challenge. Anyways, I'll even link OSM2World here and a few other resources for those who'd be interested in messing around with it.

OSM2World
OpenStreetMap so you can download map data
JOSM Editor incase you want to edit said map data for whatever reason.

I'm sorry for that long as forget post but I just figured it'd be worth mentioning all that because it truly is something amazing.

13
Gallery / Re: City of Corryton
« on: February 23, 2021, 11:13:42 PM »
Added some buildings around the park.



14
Gallery / Re: City of Corryton
« on: February 23, 2021, 07:33:29 PM »
very cool and interesting

is this being hosted?
i usually host it almost every day whenever i'm in the mood to do so.

15
Gallery / City of Corryton
« on: February 23, 2021, 06:11:31 PM »
Here's a city build that i've been working on for a while. Or well, it's more of a weird hybrid between a build and a static map, considering that I used some dts brick system I found here to make buildings/props/etc into single bricks. This build also uses a massive print pack I made with textures from various games, like the 3d-era GTA games.

This is the city of Corryton. A friend and I began building it way back in 2018 originally, and I've added to it on and off through the years. With all the free time I have thanks to the lockdown, I've been adding to it for the hell of it. The city is planned to feature everything you could ever want in a city, like a mall, stadium, Six Flags theme park, multiple hotels, various freeways, a monorail, an airport, convention center, a countryside area with various small towns and farms, state/national park, and the list just goes on and on. I'll be adding more pictures soon because there's some more stuff that I've built that I didn't have screenshots of/or have added since i've made the thread.





Facing toward downtown and the freeway inspired by San Francisco's old Embarcadero Freeway.


City park WIP





Facing down boulevard in tourism/entertainment district. For now it's simply known as "The boulevard", although i've considered naming it stuff like International Boulevard, naming it after Louis Armstrong, or just simply calling it Corryton Boulevard.




Neighborhood




Sculpture of the city skyline that a friend and I built in the WIP Six Flags theme park, which I'm planning to build functional rides for, as well as a bowling alley, and a water park adjacent to it.


Some random houses I built (This is an old picture, this neighborhood was deleted to make way for a freeway interchange and the houses were moved)



I've also borrowed some stuff from here (Damien's add-on/save/etc dump). There was a save of the old Jeep Server HQ which I found and I've been rebuilding it into a hotel. There currently isn't much built inside besides a few rooms.


I've barely touched the exterior so far. I don't really know what I'm going to do out there just yet.










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