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Messages - Demian

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151
Modification Help / Re: General's OBJ2BLB - Issues
« on: July 22, 2015, 02:37:06 AM »
I have gotten the OBJ to BLB successfully, however my model always floats, and the print texture doesn't show properly. For example, using the default 2x2f blue sphere print colors the whole texture face blue. Numbers/letters/symbols just appear greyblank and some prints show nothing at all (such as the green square and orange triangle print)
Your UVs are wrong.

The second time through when I added the bounding box, it was only floating about 1x1f brick from the ground. I tried to fix it many times, I even tried reducing the size of the bounding box and letting the shape just barely hang out but it still floated. The only fix I could think of was to literally pull the bottom face of the model down, and it worked
The bounding box must match the brick grid and the bounding box object center must to be at the center of the scene.



Notice how the BOUNDS doesn't fully cover the bottom. However, It's the only method I have found to make my object not float
This is not how you're supposed to do it and I'm surprised it works at all.

152
I think splitting up work could work just fine as long there is frequent communication between the developers.

I think a problem with splitting up so much functionality is that development is greatly slowed. If you're making the chat client, you gotta wait for the chat server to develop, or visa versa.
I disagree. In my opinion you should first be working with the low level background stuff before moving on to higher level things like user interface.

153
Modification Help / Re: .blb collision problems
« on: July 06, 2015, 05:45:56 AM »
Your brick does not fit on the brick grid.

Your specific problem is caused by the BOUNDS object not matching the brick grid which means your exporter probably shrinks it down to 7 plates tall but leaves the COLLISION object unchanged. This leads to the BLB collision box being outside of brick bounds which causes the problem you described. This problem is most likely present on all sides of the brick because your collision model is larger than the bounds on all sides.

154
And version 2.0 is a go! Now with mounts! Triple your flight height with the best accessories! Check it out on Reddit.

Over 8000 vertical pixels of dizzying heights:



v1.1 on the previous page

155
So I made an infographic comparing jump heights and people seem to like it: https://www.reddit.com/r/Terraria/comments/3c3xwb/i_made_an_infographic_comparing_the_jump_height/
Version 1.1 out now. Currently working on version 2 with mounts.

Oh and wat


Edit: I wonder if the thread being the first Google result and the image being in the top row has anything to do with it: https://encrypted.google.com/search?hl=en&q=jump%20height%20infographic

156
Apparently the Nymph is one of the rarest enemies in the game but I've accidentally come across like four of them in ~20 hours of gameplay. I never even saw the Lost Girl stage.

157
The wiki didn't even have the new wings up yet.
There are a few edits every minute compared to a single edit every few minutes on the Wikia one. I'm just saying the Gamepedia wiki is better. All new things will eventually be added.
Edit: Updated the wings page with the new wings: http://terraria.gamepedia.com/Wings

158
I think it's pretty cool that I'm in the top 50 editors of the Terraria wiki. Although I mostly just do formatting and miscellaneous housekeeping rather than adding game information.

Everyone is using the proper Gamepedia wiki right? http://terraria.gamepedia.com/Terraria_Wiki

The Wikia wiki is significantly worse and far less up to date: http://terraria.wikia.com/wiki/Terraria_Wiki

160
I believe the old Blender version with the DTS exporter was taken down. If you're most comfortable with blender, you may need to ask around a bit to find a copy with the exporter intact.
What are you talking about? Although the images are broken all the links still work in the latest Blender megathread: http://forum.blockland.us/index.php?topic=238380.0

161
Off Topic / Re: i think my computer is dying
« on: June 08, 2015, 12:48:55 PM »
It is possible that your GPU or some other part overheated while your computer was on for so long and got damaged.

162
Modification Help / Re: Sound packaging help
« on: June 06, 2015, 02:46:04 AM »
It's been a few years since I made a sound add-on but simply by comparing your folder and files with an existing sound add-on that works I was able to determine the following differences that may or may not cause your add-on to not work:

  • Your "Description.txt" and "Namecheck.txt" are both written with a capital letter while in the working sound add-on they are not. It's unlikely that this is the cause but it never hurts to be sure.
  • You have defined "008death1" sound twice which is unecessary.
  • Your datablock names (the thing inside the brackets) are rather short and could accidentally override other people's datablocks. It is customary to have long datablock names that are as unique as possible. For example: Sound_SCP_ContainmentBreach_0 08death1
  • The first and foremost thing that breaks this add-on is the missing quotation (") mark at the end of the filename field in every datablock. You have this:
Code: [Select]
filename = "./008death1.wav;when it should be this:
Code: [Select]
filename = "./008death1.wav";
  • Secondly you do not have inheritance, though not 100% necessary it saves a lot of writing. Your first datablock does have the "description" and "preload" fields but all the other ones don't. To fix this all the succeeding datablocks need to inherit the first one. Simply change the datablock name inside the brackets to the following format:"
Code: [Select]
datablock AudioProfile(whateverDatablockName : theFirstDataBlockName)

    If after fixing all these the add-on still does not work, there is most likely a problem with the audio encoding. I recommend you make a new thread to solve that problem.

    163
    Creativity / Re: The new and improved 3D model topic!
    « on: June 04, 2015, 05:35:32 AM »
    Set the shading to smooth, then use the edge selection tool, select the edges you want to be sharp, press Ctrl + E and select 'Edge Split'
    Working with modifiers is preferable to modifying the actual geometry:



    Do everything except the apply. Before exporting the mode, apply the modifier.

    164
    General Discussion / Re: Zombies in the Bluzone saves?
    « on: May 31, 2015, 01:39:13 PM »
    While I would have preferred the ones from 2012, these will work also, they have some bits that the 2012 model didn't so it;d be interesting to go over again.
    Yeah make sure not to use the BluZone Edit.bls since that's a save I've messed with personally.

    165
    General Discussion / Re: Zombies in the Bluzone saves?
    « on: May 31, 2015, 03:22:22 AM »
    I have two partial saves in my save dump: http://mirror.dataorb.net/blockland/saves/Demians_Dump_Saves.zip
    They don't have all areas and they're from 2009 and 2010.

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