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Messages - Demian

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16
Modification Help / Re: Blender BLB Exporter [v1.2.2]
« on: April 13, 2017, 12:33:21 AM »
I will fix both issues as soon as I can.

17
I'm not sure if this wiki has stuff from these already but here's more relevant material:

18
Modification Help / Re: Blender BLB Exporter [v1.2.2]
« on: March 27, 2017, 05:45:04 AM »
Version 1.2.2 released

Download Latest Version · Full Change Log & Update Instructions

Fixes all around. Fixed exporting brick grid causing an error, calculating UV coordinates for faces with no brick texture, and every single definition token being broken. On the flip-side now all definition tokens are actually case-insensitive.

19
Modification Help / Re: Blender BLB Exporter [v1.2.1]
« on: March 27, 2017, 03:14:22 AM »
how would fpe screw over grid definitions? wouldnt it be easy enough to check if they conform to the brick grid?
Because even though a mesh appears to be Blender grid aligned, a vertex could still have a coordinates such as 1.00000000012 which could cause it to be out of bounds if on the edge of the brick. The rounding helps get rid of such errors. I don't see the issue here?

Actually reading your original post again, did you mean that I use the raw unrounded vertex coordinates when checking for out of bounds? This is not correct, the vertex coordinates and bounds coordinates are rounded when doing this check for brick grid objects. Can you paste the log lines of this error you're getting?

I've fixed the issue with brick grid + another one. Waiting on more info on this rounding problem before releasing a new version because I can't replicate it. Install the develop branch if you want the fixes ASAP.
Edit: Saw your edit Conan, looking into it.

20
Modification Help / Re: Blender BLB Exporter [v1.2.1]
« on: March 27, 2017, 02:24:35 AM »
It's good to see that this is still updated. --
A bit slowly though...

minor bug: you use the pre-rounded values when checking if grid[type] meshes are outside the bounds mesh. probably the same bug for collisions, but i didn't check.
This is done on purpose. Otherwise the floating point errors would seriously screw you over. In fact my goal is to round vertex coordinates as soon as they are read in order to negate FPE's as much as possible but I'm sure I've missed some places.

I'm getting this every time I export anything with brick grid definitions


Looking into it.

21
Modification Help / Re: Blender BLB Exporter [v1.2.1]
« on: March 26, 2017, 04:51:40 AM »
Version 1.2.1 released

Download Latest Version · Full Change Log & Update Instructions

Well this is embarassing. I totally just forgot to increase the version number.

22
Modification Help / Re: Blender BLB Exporter [v1.2.0]
« on: March 26, 2017, 04:40:18 AM »
Version 1.2.0 released

Download Latest Version · Full Change Log & Update Instructions

Fixes manual UV mapping, implements automatic UV mapping, a handful of other small changes. Check out the new Troubleshooting section in the README if you have issues with the UV mapping.

23
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: March 06, 2017, 10:26:34 AM »
I'm sorry that it has taken twice as long as I initially estimated. I've been unexpectedly busy these last few months so I haven't found the time to work on this as it is not very high on my priority list, I go to a university after all. However, I have managed to solve the initial issue I had with generated UVs but in doing so I noticed that manual UVs are mirrored so I will need to fix that. I will do my best to release a new version Soon™ with full support for UV mapping.

24
Add-Ons / Re: Blockland Glass 4.0
« on: February 24, 2017, 05:38:06 AM »
Since blocklandglass.com is included in the Cloudflare leak discussed here I would like to change my password on the website but apparently you do not offer such a feature. When can we expect this feature to be implemented?

25
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: January 17, 2017, 01:43:37 PM »
I can't seem to get the exporter to register my use of the TOP texture on this material. Ingame, the uv map is correct, but it uses the SIDE texture instead.
The material name is "blank top"; i also tried "top blank".
I'm also getting an error saying i have multiple uv layers - how did I end up doing that?
Are you using the uvs branch or the master branch? The master branch has little/no support for UV and brick texturing.

26
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: January 11, 2017, 01:28:00 AM »
bump:

any update on fixing the UV mapping?
I'm currently focusing on another project but there's a milestone coming up after which I will be going back to this one. I reckon I can release UV mapping in a month at the latest.

27
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: December 28, 2016, 08:53:42 AM »
Hey, just wondering if your blb exporter works for slanted collision, I had a look at your brick blend file and I really can't get my head around your exporter. Is it like the same as badspots where you have to name them collision1 collision2, etc. and bounds. And does it support more bound boxes and if so what do you call them like bounds1 and bounds2
"Slanted collision" is done with DTS models which this exporter does not support. However Port's Blender DTS Importer/Exporter works just fine. See the Smooth Sphere Bricks for example of using DTS collision in a brick. (Requires Port's exporter of course.)

Please refer to the definition objects section of the readme in Github for more information on how to define collision boxes as well as the preceding definition tokens section to read about how to use the tokens. Be aware that Blockland supports up to 10 collision boxes. The main difference in how my exporter and Badspot's work is that my tokens must be separated with spaces. "collision1" and "collision2" are valid tokens in Badspot's exporter, but not in mine. The equivalent way of defining multiple collision boxes in this exporter would be "collision 1" and "collision 2" or "collision.001" and "collision.002".

Multiple bounds are supported. The bottom line is that one brick can have up to 1 bounds object. If you're exporting something like doors it helps to use the same bounds object for all the door bricks: even though they appear as a single brick in-game, in reality you are exporting multiple similar bricks. If you're exporting multiple bricks from a single Blender file, read more about the export properties in the export dialog and check out the Snowmen Bricks or the Candy Cane Bricks for two different methods of exporting multiple bricks at once.

28
General Discussion / Re: Ultimate bricks packs?
« on: December 23, 2016, 02:43:43 AM »
Gotta plug my own stuff. My brick packs probably have more bricks than you will ever need. Another excellent pack is BlackDragonIV's Brickpack with the filler.

For a handful of random add-ons (nearly all are mine), check: http://mirror.dataorb.net/blockland/addons/

29
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: December 21, 2016, 02:27:00 PM »
I've looked up on how to do this but nothing seems to fix it. How can I do this?
It is a bug in my code/Blender related to the vertex indexing issue I mentioned earlier. I don't think there's anything you can do about it in Blender. It is manually fixable by reordering the UV coordinates in the BLB file for that face, but I can't say what the correct order is as it depends on the order the vertices themselves were exported, which too can change because of the indexing issue.

you'd just have to rescale the uv mapping by -100% horizontally
This might actually work. I think I made it so that manual UV definitions always override calculated ones.

30
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: December 19, 2016, 08:23:20 AM »
How do I put print textures on here correctly? - This does not seem to work

The brick does work in-game though.
Unfortunately I completely forgot to add PRINT as a valid brick texture, not to mention the UV calculation does not work on the master branch. I have most of the UV and texture stuff working in the uvs branch but I'm currently having issues with inconsistent vertex IDs in Blender. You could download the uvs branch as a ZIP and install as usual if you need PRINT textures working right now, just be aware that there are still some issues with the UV calculation.

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