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### Messages - irrel

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31
##### Modification Help / Re: How do I rotate an axis-angle around a normal vector?
« on: May 16, 2018, 08:24:35 AM »
I don't know if you're still having this issue or want it solved, but axis-angle rotations are very simple, so I'll explain them for you.

They consist of two parts: a vector and a length (or angle, if you prefer). The vector is the normal to the disc you want to rotate in (in this case, you already have the normal to the plane the object is sitting on), and the length (angle) is equal to the rotation in radians you want to perform. In this case, the angle is the only thing left for you to calculate. Simply normalize the blue vector in the image you provided, then append a fourth number with the angle of rotation. You could probably calculate the angle of rotation by using the direction that the normal is pointing in.

32
##### Faces, Decals, Prints / Face_YaranEyeska
« on: May 02, 2018, 08:52:02 PM »

Face_YaranEyeska

33
##### General Discussion / Re: older blockland user check-in.
« on: May 02, 2018, 03:40:16 PM »
bl_id 12953 here

34
##### General Discussion / Re: Blockland Content Creators [Discord]
« on: May 02, 2018, 03:37:14 PM »
hey i'm in those screenshots

35
##### Add-Ons / Re: Plate Armor
« on: March 14, 2018, 06:19:23 PM »
The problem with the plate armor is that it mounts on the same mount point value as hatmod, as well as helmets from that one medieval armor pack.  So whenever you try to put this on, the hats are nullified.

I'll see if I can fix this.

EDIT: I can't fix this if the armor functions the same way it does now. I'll look for a workaround sometime soon.

I might.

now make a helmet

I probably will, eventually.

36
« on: March 04, 2018, 05:41:52 PM »
A plate armor vest. Reduces damage by 30%. Breaks after 240 damage, so you only take 168 damage while it's active.

Thanks to Crystalwarrior/Jack Noir for the base.

Try with default armor pauldrons!

Post suggestions and fixes, I guess.

37
##### Modification Help / Re: Unable to import certain .dts files
« on: December 24, 2017, 03:05:13 AM »
The model I'm currently attempting to edit shows that there is a model, but is simply not showing up. Is there a way to invert normals?

The dts importer sometimes won't import model data. Even if Blender is showing that there's a mesh, it's likely empty. Flipped normals would still show up, they'd just be rendered darker.

38
##### Modification Help / Re: [Blender] New DTS plugin
« on: December 23, 2017, 06:03:48 PM »
-try 32 bit snip-

No, even 32-bit blender doesn't import and export with working shadows from an m.dts that has working shadows. Something's up - it looks like some faces aren't getting exported with working normals or something?

39
##### Modification Help / Re: [Blender] New DTS plugin
« on: December 22, 2017, 08:59:55 PM »
Apologies for the double post. Just wanted to say that the shadow issue I've been having doesn't seem to be with how I'm making models, but how the plugin imports or exports. Using the default m.dts, importing and exporting with no changes at all:

Using the default m.dts from v20 works fine. I know this isn't a pressing issue since v21's shadows and shaders work fine, but it'd be nice to have it fixed so I don't have to use the old Blender.

40
##### Modification Help / Re: Bullets not consistently spawning at muzzle point
« on: December 22, 2017, 07:34:45 PM »
are you sure your onfire script uses the muzzle point?

Fairly certain. It sets the projectile's initial position to the player's getMuzzlePoint(slot) method.

41
##### Modification Help / Re: Bullets not consistently spawning at muzzle point
« on: December 21, 2017, 07:23:20 PM »
Thanks! That was exactly the case.

EDIT: I have no idea what's happening that keeps causing this but it's not anything to do with animation, apparently. The muzzle point has no animation, so it shouldn't be resetting to the origin. Muzzle flash and smoke always come out of the right place, but bullets don't spawn there. As a workaround, I'm going to try setting the model up so that the muzzle point is at the origin.

42
##### Modification Help / Re: resetting a projectile's velocity to something else in mid-air after a delay
« on: December 21, 2017, 12:57:58 PM »
Could you get the old projectile's position, then make a new one on that spot (with different velocity) before deleting the old one?

EDIT: I didn't read the above posts. I'm an idiot. Ignore me.

43
##### Modification Help / Re: [Blender] New DTS plugin
« on: December 21, 2017, 11:44:21 AM »
The handle for the default gun is a whitecheck texture, that's why it glows with the shaders turned off
Thanks, that's useful to know.

44
##### Modification Help / Re: [Blender] New DTS plugin
« on: December 21, 2017, 01:02:35 AM »
That still doesn't explain how the default gun uses self illumination without breaking its shadows. It might not be worth worrying about, but it's still there.

45
##### Modification Help / Bullets not consistently spawning at muzzle point
« on: December 20, 2017, 11:55:46 PM »
When firing, the weapon I made only spawns the first bullet from the muzzle point, and the rest spawn at the mount point. I suspect this is because I'm trying to animate the muzzle point - is this the case? If not, why could this be happening?

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