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Messages - Dglider

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211
Add-Ons / Re: Brick_QuarterRoad
« on: April 20, 2013, 11:56:23 AM »
I'm getting bored of making these and I'd rather move on to other things rather than make a giant 40+ road brick pack.  So herez what I'm gonna do.

1.  I'm gonna add the sidewalk ramp brick, just to finish this specific pack.
2.  I'm gonna create a set of "Sidewalk" bricks that match up with the terrain bricks.

My current brickpack is not lined up with the cubic bricks, and it just makes sense to make the two compatible.

If anyone has any thoughts on the idea, please speak or be forever silent.

212
Add-Ons / Re: Brick_QuarterRoad
« on: April 19, 2013, 10:48:44 PM »
Figured out the collision for the ramps.  I just realized while posting this that I didn't do a sidewalk ramp.  Ohwell.  I'll do that tomorrow along with shallower ramp bricks.  These ones are a bit steep.

213
Suggestions & Requests / Re: "Human body" TDM
« on: April 19, 2013, 09:48:14 AM »
That sounds awesome.

214
Off Topic / Re: Post Your Desktop 2
« on: April 19, 2013, 01:43:58 AM »

215
Add-Ons / Re: 7xheight bricks
« on: April 19, 2013, 12:59:20 AM »
Code: (description.txt) [Select]
Title: brickPack
Author: Nuclear Bear
Please, don't leave this default.
Created with Ipquarx's Brick Creator v2.8

Code: (noUpload.txt) [Select]
If you see this file, and it has been uploaded to RTB, the blockland forums, or any public add-on downloading website,
Please flag it for deletion.
This was created with Ipquarx's Brick Creator v2.8, and is for person use only.
And I, the creator of this program,
phrohibit the public uploading of any file(s) created with this program,
without my explicit permission.

Code: (server.cs) [Select]
//Created with Ipquarx's Brick Creator v2.8
//For personal use ONLY. Not for uploading.
datablock fxDTSBrickData(brick1x1x21Data)
{
brickFile = "./1x1x21.blb";
category = "Bricks";
subCategory = "7x Height";
uiName = "1x1x7";
};
datablock fxDTSBrickData(brick1x2x21Data)
{
brickFile = "./1x2x21.blb";
category = "Bricks";
subCategory = "7x Height";
uiName = "1x2x7";
};
datablock fxDTSBrickData(brick1x3x21Data)
{
brickFile = "./1x3x21.blb";
category = "Bricks";
subCategory = "7x Height";
uiName = "1x3x7";
};
datablock fxDTSBrickData(brick1x4x21Data)
{
brickFile = "./1x4x21.blb";
category = "Bricks";
subCategory = "7x Height";
uiName = "1x4x7";
};
datablock fxDTSBrickData(brick1x6x21Data)
{
brickFile = "./1x6x21.blb";
category = "Bricks";
subCategory = "7x Height";
uiName = "1x6x7";
};
datablock fxDTSBrickData(brick1x7x21Data)
{
brickFile = "./1x7x21.blb";
category = "Bricks";
subCategory = "7x Height";
uiName = "1x7x7";
};

Just thought I'd point this out. ^_^

Also there are no icons.  Please make some: tut

216
Add-Ons / Re: Brick_QuarterRoad
« on: April 19, 2013, 12:50:42 AM »
Just model some boxes to represent the collision shapes, and name it collision-1
COLLISIONCollision box, in game collision.  Anything that starts with the word "COLLISION" will be considered a collision box (so COLLISION1, COLLISION2, etc will work).  Collision boxes are boxes.  Complex shapes will be reduced to their bounding box.  Maximum of 10 collision boxes per blb.

Those are not .dts shapes and can't be used effectively for ramps.  I'm talking about the method [GSF]Ghost used for his terrain bricks.  Speaking of which, I could probably just hack'n'slash some of his collision shapes together to make a rampish road brick.  It wouldn't be pretty, and the sidewalks wouldn't have collision on them....  Ill add that as an optional, temporary brick until i can get some better skills up in ere.

217
Add-Ons / Re: CashmodII_Fixed
« on: April 18, 2013, 07:21:06 PM »
Is there a safe or something you can store money in, and is there any way to make items cost money to spawn or something?
No to both of those. Sorreh :<

I know those are possible, but they're just not in this mod at the moment.

218
Add-Ons / Re: Brick_QuarterRoad
« on: April 18, 2013, 07:19:03 PM »
Could you try to make some ramp ones?

I wish.  I don't know how to export .dts collision shapes yet.  I need someone to teach me how.  Or maybe a good tutorial or something. >.<

219
Add-Ons / Brick_QuarterRoad
« on: April 18, 2013, 02:38:46 PM »
Ah made some bricks that can be used to make some neat looking roads.  I used a quarter-road format so that you could make the roads any size you wanted, instead of just 32x32 or 48x48.  The actual pieces are 16x16.

Icon Images:


Flatish versions:


Ramps:


Hope yah like em. ^.^

Download:http://www.mediafire.com/?pfkpaioj7ut0i6c

v2: Added the ramps.
v3: Added the sidewalk ramp.

Oh and thanks to Pecon for making this guide on how to make the icons.  Twas a big help.

220
Add-Ons / Re: CashmodII_Fixed
« on: April 18, 2013, 02:27:23 PM »
We don't need any other mod to run this, right? We don't need the old one do we?
Okay, it works. Is there a bank brick, and where is it located? That would be really handy.

The bank brick can be any brick you want.  There's an output event called cashBank.
So...
Code: (Bank) [Select]
onActivate>Self>cashBank[]
Code: (ATM) [Select]
onActivate>Self>cashBank[x]

If I remember right non-admins can only create ATM machines.  No banks for them.

221
This topic exists because this topic exists.
Anyway.  Tutorial stuffs:

So you want to make bricks with blender eh?
Well this is an attempt to tell you how.  If anything doesn't make sense please say so.
If you're stupid don't bother.

Ok to start out open up Blender.



You're still with me? Yes? good.

I stretched out the pane on the right so I could see what I was doing.  I use that area the most when making bricks.


We're going to be making a simple brick today, a 2x3.

The actual measurements for that are 1 x 1.5 x 0.6, so select the cube object from the topright menu, select the objects tab from the menu below, and change the scale values to 1, 1.5, and .6.

Next go over to the left a little and change the Z axis position value to .6.



That's actually really important.  If any part of the brick is below the bottom plane, bad things happen.  You can test that out for yourself.

I'm also pretty sure that the bottom-most part of the brick MUST be on that bottom plane but... don't quote me on that.



ok, so now you have a basic, visible mesh.  It's what your brick will actually look like.

You can name this mesh all sorts of things to have different effects.  Just check here for all of your wonderful naming opportunities.

I named mine MESH, because I wanted to be able to paint it whatever color I wanted.  I could also name it cube, cigaretteras, or dfaklgfdakgcigarettef, and it would have the same effect.



Add whatever new objects you want to give the brick whatever visual appearance you desire.

Since I'm making a 2x3, I don't really need any more visible meshes.  So I'm just gonna go ahead and create the collision mesh.

To do this, I hit Shift+D, then I middle click, then I type in 0, then i hit enter.

What did I just do?

I hit shift+D to actually make the duplication.
I hit middle click to bind the movement onto an axis, if I hold middleclick and move in a direction, i can actually choose which axis im binding it too.



I typed in 0 to state that I want to move the duplicatoin 0 units along the selected axis.
Then i hit enter to confirm my choice.

Boom.  A new object in the exact same place as the old one.



Next I need to rename this new object to COLLISION1



Donez.  The obj2blb program actually expresses this object using a format something like...

-0.000000 0.000000 0.000000
3.000001 2.000000 3.000000

that.

Then the game draws a rectangle using those two points, and... magic happens.

What does this mean?  Collision meshes in blender are very limited.  As mentioned here you can only have 10 collision meshes per brick, and each collision mesh is reduced to its bounding box.

next I need to make a bounding box.  The obj2blb page says it's not necessary, but really, if you want to be sure on the amount of space your brick is going to take up, make your own bounding box.  Keep in mind that if any of the collision boxes are outside of the bounding box, they won't work.



I used the same method for this, that i used to make the collision mesh.

Next I need to save the brick, however, i kinda spaced on it and ended up exporting it first instead.



ohwell.



ok so we're at the exportation screen.  Navigate to whereever you want to find your [whatever].obj and name it



The brick needs to be exported in the proper format.  So all that stuff on the left?  That needs to change.



If you don't want to set these settings every time, click the + right next to Operator Presets to define your own preset.

Name it something.



Hit ok and boom, now you can select that preset from the presets dropdown menu thing.



great now hit the export button and you have a new .obj file located somewhere on your computer.


I should take some time here to mention the orientation of the brick we exported.  The way I have my blb preset set up, Y(the green arrow) will be forward when I place this brick down in the game.  X(red) will be to the right and Z(blue) will naturally be going in a vertical direction.  That's just how I have it set up, but those settings can be changed while exporting.

But anyway, remember how I didn't save earlier?  Imma do that now.





Ok that's done now navigate to the .obj file location.



cut and paste it somewhere else.  I actually have a folder set up for making bricks, so I pasted it there.



Then make a new folder called Brick_somethingorotherhere.




Drag the .obj file you created earlier onto the blbconverter.



now you have a .blb file.  Delete the .obj file (it's pretty much useless now.  If you want to make any changes to it you have to re-export anyway)



copy your new .blb file into it's folder and take a look at your handiwork





Beautiful isn't it?  You didn't have to type any of that.

Ok now you need to make the server.cs file, so the server knows what to do with this .blb file.

Create a new text file.



name it server.cs(yes include the extension and remove any txt's on the end)



It may or may not say that, just hit yes.



open your new server.cs with a text editor



This is the format I use for my bricks.


Just fill it in with whatever.


ok so you may have noticed i had an iconname "blablah/Test"
Test is an image file I use for all of my brick icons before I actually release them.
You don't actually need one, but if you want your brick to have an icon in the brick menu it is advised.
Also I found this neat tutorial for creating icons here



ok now we need to make the description and namecheck txt's.






Le format for descriptions



le format for namecheck



ok now we need to actually make the zip file, and put it in the game so we can test it out.




copy all of the files into the zip file



lookee there they are



great now copy the zip file into your add-ons folder





I have a version of blockland set up with default add-ons so that loading is faster.

Now test it, and make sure you enable it.



at this point I actually went into the game and the brick wasn't there.  It turns out I forgot to save the server.cs.  So i was just passing around an empty .cs file.  ...  this is why we test these things.  Went and rewrote it, copied it over and restarted the game.  So bleh look its in the menu now



ghosting works




so does building...

So yeah that's pretty much it.  This is a very basic tutorial for a very basic brick.  If you want more information just experiment, and try not to be a dumbo about it.


222
Modification Help / Re: Brick Making - How to?
« on: April 17, 2013, 04:33:41 PM »
Ok I created all of the text for the tutorial and took all of the pictures.  Now I have to edit the pictures, upload them, and post it.

Also I should be paid for this.  Do you have paypal? >.<

EDIT:  Done making the tutorial.  Hopefully it helps.    tut

223
Modification Help / Re: Brick Making - How to?
« on: April 17, 2013, 04:47:58 AM »
Question is...how do I do any of this?

I learned how to do all of this recently, so I may be able to help you somez.  However it's 2:46 AM.  So.... there's no way I can write up a tutorial right now.  I'll attempt to remember it tomorrow.

Pester me if I forget and no one else helps you.

224
Suggestions & Requests / A "gui selection" ui.
« on: April 07, 2013, 01:37:57 AM »
Sounds confusing doesn't it?

So herez problem:
I have at least 6 keys bound to the gui's for some of the different add-on's I have installed.
Every time I install a new one, I have to find a new free button for a gui that I'm probably only going to use once.

Solution:
A single gui that has a list of all of the other addon-related guis installed.  Double-click a name to close the gui selector and open the addon gui.

I suggest adding a way to select which guis show up on the list.  And a way to name them.

225
Add-Ons / CashmodII_Fixed
« on: April 07, 2013, 01:15:55 AM »
Hay der!

I took Clockturn's cashmod and fixed some of the problems that were popping up.
I also added some new stuff to it.

List:
Added refunds. (note: deleting multiple bricks at once will result in only getting a refund for the supporting brick you deleted.)
Fixed problems related to losing money when trying to build on the bricks of someone who doesn't trust you.
Fixed the give, grant, and drop commands.
Added a reset price to prevent reset farming. (drop money, reset, drop money, reset)
Added onCashTrue and onCashFalse events to replace VariableTrue and VariableFalse.
Added refund preference.
Fixed a spelling error in one of the refund functions.

Download: http://www.mediafire.com/?2h18xsiscq2caz4

If there are any problems I missed please let me know.

Future stuffs?
Possibly a preference for the refund value.  Make them pay for their mistakes.  :D Done.
Getting a refund for ALL bricks deleted.  Not just the ones you hammer.

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