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Messages - sadboi

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Add-Ons / Re: [Static Map] Mario Kart Wii: Maple Treeway!
« on: July 20, 2019, 05:49:15 PM »
When making objects transparent, Select the "None" option under "Torque" in the material properties.



Which fixes it and makes it like this



And another tip would to make only transparent objects have their material transparency ticked. Or you'll get wierd artifact errors.

Heres the version with fixed transparency

But I like how large the map looks and feels its pretty cool.
holy stuff. Thank you so much!

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Add-Ons / [Static Map] Mario Kart Wii: Maple Treeway!
« on: July 20, 2019, 11:51:09 AM »
ya im the best
collision is working great, you can ski or drive all you want. Transparency is kinda forgeted but I can't seem to fix it lol... it kinda looks interesting.
not very laggy either. definitely my favorite staticmap so far.
DOWNLOAD: https://leopard.hosting.pecon.us/dl/tyjbn/Map_MapleTreeway.zip :)




there is more to see than the screenshots show.
enjoy!

p.s. please let me know if you find any errors (most importantly, spots where cars get stuck & skis tumble). I know the inside of the main tree isn't fully hollow.


TRANSPARENCY FIXED, THANKS CRAZYBOOZE.

3
Add-Ons / Re: [Static Map] Mario Kart DS: Rainbow Road!
« on: July 15, 2019, 10:33:27 AM »
Might have to make a tutorial on how to use that datablock decreasing script.. Also making the road a TSStatic would make the transparency work with shaders.
I figured the script out. Had to go in data.cs
I'm gonna make a voiced-over video tutorial on making a staticmap, as well as using the datablock reducer.
I also fixed the object xraying, making the track TSStatic would remove the transparency because the texture is actually fully opaque - I left it as a regular Static so Blockland would do its weird half-transparency thing.

4
Add-Ons / Re: [Static Map] Mario Kart DS: Rainbow Road!
« on: July 14, 2019, 06:34:17 PM »
Neato.  Collision seems to be solid.  That's pretty cool.

LegoPepper found a way to reduce the datablock count on maps like these:
As far as I can tell, this method puts the .dts collision shapes into the environment section of the file manifest(the one used for skyboxes and such).  Then the TSStatic objects you use for collision don't need a datablock anymore.  They just need the client to have downloaded their .dts shape.
That should reduce the datablock count of this map by ~1000.

Also, because you're using transparency, you should split any nontransparent objects such as the pipes off as a separate object.  I think that would help with the pipes clipping through the track.
:) Thank you, Tendon! And proxy thanks to LegoPepper. If that script works, I'm gonna go on a map-making marathon... I ported Slopes but it had 3k datablocks.

I realize my mistake with the object separation. The track, though transparent, isn't a TSStatic object - just a transparent material. It's contained in the same object as the opaque pipes. I don't want to make the track TSStatic because I like how the transparency looks as it is, and I had a feeling it wouldn't look how I want it to if it were TSS. Anyway, I'll separate the track, and hopefully things will appear properly. If not, I'll just have to make the track TSS too. Thanks again!

Oh, also, regarding the collision - I find that once I've mapped all the collision, scaling the collision pieces (in Blender) to 0.99 so that there are little gaps between the pieces seems to help avoid vehicles getting stuck, bumped, launched, etc.

5
complete with working textures, collision and transparency.
since Blockland's vehicle physics are so bouncy, most cars will end up bouncing off of the map. Most cars are also too slow to do the loops. I modified the SpeedKart handling and made them compatible with the map! (can do loop-de-loop, etc)

https://leopard.hosting.pecon.us/dl/qyruv/Map_DSRainbowRoad.zip  <- Should have better transparency, and like under 1% of the original datablocks.

Karts: still working on, will upload again today


enjoy.

6
General Discussion / Re: Its getting really scary.
« on: April 01, 2019, 05:14:51 AM »
opi is an even bigger cigarette than OP

7
Add-Ons / Re: The Slopes Staticmap! [Revision 2]
« on: March 30, 2019, 09:17:06 AM »
n64 slopes
this forum needs a like button. i like this post.

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Add-Ons / Re: The Slopes Staticmap! [Revision 3]
« on: March 29, 2019, 03:27:12 PM »
i updated it again! i fixed most of the polygon edges where you get stuck when walking, and any non-convex collision objects.

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Add-Ons / Re: The Slopes Staticmap! [Revision 2]
« on: March 29, 2019, 08:19:15 AM »
i updated it cause the version that was up yesterday was a piece of stuff. now it's way more accurate and a bit nicer looking.

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Add-Ons / Re: The Slopes Bootleg Staticmap
« on: March 28, 2019, 05:27:29 PM »

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Add-Ons / The Slopes Staticmap! [Revision 4]
« on: March 28, 2019, 05:11:31 PM »
note: this will more than likely make people take ages to join your server.

if you're joining my/someone else's server with the slopes map, just watch some youtube while you wait, you impatient bastard.

yay the slope
it has almost 4 thousand datablocks ok.
http://www.filedropper.com/mapslopes_4

Here's a version that's looped over the Y? axis once. Requires decent PC, super long load time.
http://www.filedropper.com/mapslopes2

make sure you set lag to 'off' in your settings
requires the Static Maps mod > https://forum.blockland.us/index.php?topic=266409.0
 :cookieMonster:


it's been decimated and dissolved so it's far lower poly than the OG slopes. also, it's just a square chunk of it, it doesn't loop forever lol
update 1: made it taller (it was 1/2 height)
update 2: fixed textures, changed collision (i might change it again)
update 3: perfected-ish the collision! :)
update 4: arguably nicer textures. higher res anyway.

12
Add-Ons / Re: [Texture Mod] Plastic/Shiny Bricks
« on: January 14, 2019, 03:50:41 PM »
I love you.

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Add-Ons / [Release] 1x1 Cube Print [BLGlass]
« on: January 13, 2019, 10:58:49 AM »
hi i was looking like crazy for a 1x1 cube print  because i needed it but i couldn't find one!
either i'm bad at looking, or nobody has ever made one before.
so, i decided to make one myself.

i don't know if it's great, maybe a face needs to be flipped or something, but it's good enough and it suits my needs.
the print fits a 1x1 brick so it won't really line up with ModTer or whatever but I made a ModTer version and a 2x2f version.
(what that means is, one of them uses whatever prints your ModTer bricks have, the other one uses whatever prints your 2x2f bricks have [i.e, Print_ModTer_whatever or Print_2x2f_whatever])

ok anyway here u go enjoy

2x2f Version:
http://www.filedropper.com/brick1x1printcube
now on Blockland Glass:
https://blocklandglass.com/addons/addon.php?id=1034

ModTer Version:
http://www.filedropper.com/brick1x1printcubemodter
now on Blockland Glass:
https://blocklandglass.com/addons/addon.php?id=1035

they have different names and icons so you can have both without getting confused



p.s. this is basically an extension to the Cube Print Bricks addon by Tophius
http://orbs.daprogs.com/rtb/forum.returntoblockland.com/dlm/viewFile4f8b.html?id=1228
update - January 15, 2019: Added Blockland Glass links.

14
General Discussion / Re: Broken/Glitched Skis? [Working Fix]
« on: November 27, 2018, 12:58:25 PM »
The only reason I had SpeedKart enabled was because it would let me use the SpeedKarts as vehicles. I'm sure there are other people in the same situation, so hopefully their problems will be solved.

15
General Discussion / Broken/Glitched Skis? [Working Fix]
« on: November 27, 2018, 12:52:28 PM »
Hello.
For a long time, I had been struggling with a strange bug involving the Skis item, specifically when dismounting or standing up from a tumble.

Basically, when you would exit the skis, or stand up from a non-ski tumble, your character would just pop into the middle of nowhere with no hopes of coming back.
I've looked around like crazy and I only found a few posts about it, with no solution available. Well, I have a solution! Hopefully if you have this problem it had the same cause, and you can fix it.


For some reason, it turns out that the SpeedKart Gamemode breaks the Skis and Tumble function. Due to this, dismounting skis will cause your player to be warped to (0, 0, -1000).

To fix this, all you have to do is disable GameMode_SpeedKart in the add-ons list when starting a Custom game.



You don't have to delete the gamemode from your Add-Ons folder, just disable it before starting a game.

If you don't have Gamemode_SpeedKart or already have it disabled, you can check if it's another add-on causing the problem by starting up the default Freebuild gamemode, which won't load any third-party add-ons. If the skis are even broken in Freebuild, I don't know how to help you. If they aren't, you'll have to use trial and error to find the incompatible add-on. Sorry! I hope this fix applies to you.

Well that sucks, doesn't it? Now I can't use SpeedKarts in my freebuild!
Luckily, there is an add-on for the SpeedKarts standalone. It also includes a neat hover speedkart. Download below. vvv

SpeedKart, by Felipe1020, Teneksi, and Reinforcements.

http://orbs.daprogs.com/rtb/forum.returntoblockland.com/dlm/viewFile9d9e.html?id=4085
It doesn't interfere with the function of the skis or tumble.

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