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Messages - speeddog73

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76
Bump, if I were to have Minigames I need this boi

77
Add-Ons / Re: Server_Vore
« on: December 12, 2018, 05:13:40 PM »
what the actual forget noooooo

this is horrendious

78
/Title

Is there a way we can get a script for this? I have a server composed of minigames and I just need a command to go back to the default one like /leave or /hub.

79
Suggestions & Requests / Add-on to Grant Points over Periodical Times?
« on: December 07, 2018, 02:17:16 PM »
Is there an add-on or a simple way to event a periodical point-granting system in BL? Pretty much I want to let points slowly generate over time while you're in a hub world, idk about AFK-farming or anything. I know there's a way to set this up via a lot of basic events, but I'd rather have a simple event or some server setting.

80
Add-Ons / Re: Kerumi Valley - v21 STATIC TERRAIN MAP
« on: October 13, 2018, 02:01:21 AM »
oh, speeddog, here is that script you requested.  It requires the Selective Ghosting DLL.
https://leopard.hosting/dl/nsjkm/Script_GhostClose.zip
sicc, I'll be sure to put it to use.
As for this map I think I'm gonna scrap it, it really is all buggy but now that I know how to fix this, I'm going to compose a better one that's hopefully bugless and has less datablocks. Honestly it would just take more time trying to preserve this map, it's better to leave Kerumi Valley as a bugged test.

81
Suggestions & Requests / Beach Buggy?
« on: October 13, 2018, 01:42:40 AM »
Ok I know I've made this suggestion some other time ago but I really want a Beach Buggy car. Taking up Modeling in Blender I may just make this myself but if somebody can I would loving love it.

And gonna say this bc people kept asking this in the really old topic: No, neither the Stunt Buggy nor the Freestyle Buggy count, a Beach buggy is completely different.

82
Add-Ons / nvm
« on: October 13, 2018, 01:41:53 AM »

83
Add-Ons / nvm
« on: October 13, 2018, 01:27:40 AM »
wrong section

84
Suggestions & Requests / Re: roblox player type v2
« on: October 13, 2018, 01:23:50 AM »
Mine claims to be version 2 in the RTBInfo.txt file :P

DL: https://mega.nz/#!XfYhSKwD!_QD12HqBws-ftv-2K5PUO7tLdfyR-1EkcbyUROz_dHY

85
General Discussion / Re: checkmate
« on: October 13, 2018, 01:18:09 AM »
no
o stuff we can upload avatars again :o

86
Add-Ons / Re: Kerumi Valley - v21 STATIC TERRAIN MAP
« on: October 07, 2018, 03:05:37 PM »
the map is shadeless. im pretty sure thats a blender option for materials
Ah now I know what you’re talking about. I believe I know the option for it too, just thought it would forget with BL’s rendering.

87
Add-Ons / Re: Kerumi Valley - v21 STATIC TERRAIN MAP
« on: October 07, 2018, 03:04:35 PM »
good map and i can see you made it as a test for slopes, but as a standalone map it really leads one to question why someone doesn't just make this out of modter and save everyone the trouble
Well it’s like you said, it was intended to be a test and pave a way for The Slopes. And sure, somebody could make this with ModTer, but it would be quite the challenge compared to how short this actually took me to model in Blender.
Also, it paves a new way for people who want easy maps. The reason the datablocks are so high are because of the polycount being quite high for BL. What really sucks is that every mesh takes up probably around a datablock, and you need an independent mesh for every polygon for collision. So it can be really bad at 3900 polys with a map like this, but once again it’s something I didn’t know until I made this map. If I wanted to shrink the poly count it shouldn’t be that big of an issue, keeping it at about 1k-2k polys per map. I might shrink this map and optimise it in the future.

88
Add-Ons / Re: Kerumi Valley - v21 STATIC TERRAIN MAP
« on: October 07, 2018, 02:41:07 PM »
This is pretty good. I drove around the map in a jeep and didn't fall out of the map surprisingly. There were some collision issues with terrain here and there where it would look like the wheels were floating above the ground or in some spots, the jeep would bounce a little bit on its own.
I think what you’re talking about is what I call “Phantom Polys”. I’ve described my theory of the issue under my Known Bugs and Issues post.
Also, the edges of the polygons on the terrain look green like on the stone parts. Lastly, I think you should make the terrain have smooth instead of flat shading so that the edges don't look as jagged. It would make it look and feel more like the old terrain we had. Unless of course, you want it to look like modter, Which is ok. It just needs a few more touch ups and it could make a good slopes TDM or some sort of skiing map. Nice map though. :cookie:
The green edges are what happened when I upscaled the textures so that they could work properly. I tried fixing it in Blender by repainting it, but it seems to have saved with the texture bleed. My guess is it has something to do with Blender running some anti brown townyzing algorithm.

As for the shading honestly I don’t quite know how I would fix that. As smooth as I made the terrain in Blender, it turned out to look like it had ModTer-like shading. I think that might just be BL’s way of shading now thanks to the Shaders update.

89
Add-Ons / Re: Kerumi Valley - v21 STATIC TERRAIN MAP
« on: October 07, 2018, 01:59:30 PM »
he told me like so long ago he was working on this but it takes a very long time, as i can see, yes, it takes a very long time.
actually, I made this whole map in about 2 days. I’ve been off the project for a while and recently I wanted to work on it again, but I was going to work with The Slopes. However bc the slopes was taking loving eons to export a test map, I made this with newfound knowledge and actually learned how to make these really damn easily. I’ll post a tutorial on it soon once I’ve nailed everything.

90
Add-Ons / Re: Kerumi Valley - v21 STATIC TERRAIN MAP
« on: October 07, 2018, 10:29:34 AM »
Just a followup with the "Phantom Polys" error, to fix it I would have to re-UVMap and repaint the entire map. Give me some time and I will fix this bug.

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