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Messages - Demian

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31
General Discussion / Re: Blockland Repository
« on: November 26, 2016, 09:12:56 AM »
It would be interesting to see the files split into bigger categories, for example, how the add-on board structure works on the forums here. From there, players can filter from specific categories, or view all at once. That would ease up on the eye-sore of a million icons.
This feature has been on our to-do list for a while but didn't make it into this public release.

32
General Discussion / Re: Blockland Repository
« on: November 26, 2016, 02:04:49 AM »
site is a bit ugly --
It's a work in progress.

33
Add-Ons / Re: Air Cubes
« on: November 20, 2016, 05:50:57 AM »
How does this compare to Siba's Float Cubes?

34
Add-Ons / Re: Change Ownership
« on: November 18, 2016, 02:28:11 PM »
It is an interesting question, but sadly I got a boring answer.

Only the one owning the bricks can give the bricks away. You cannot "steal" bricks from someone else. So it's a one-way transfer, but the one receiving it can transfer it back. I may rephrase that in the post.
What is the trust situation of player B is a Super Admin?

35
Add-Ons / Re: Change Ownership
« on: November 18, 2016, 02:24:09 PM »
Build trust between the one handling it, the one owning the bricks and the one you're giving it to.
Ooh interesting, I didn't think of that. Say player B wants to transfer bricks from player A to player C.
  • Obviously A and C need to trust each other to transfer bricks between the two.
  • A and B need to trust each other so B can hit A's bricks with the wand.
  • Does B need to trust C?

36
Add-Ons / Re: Candy Cane & lovey Snowmen Bricks [.blend included]
« on: November 16, 2016, 09:20:42 AM »
Too early, but good.
Not in my opinion. If you're working on a larger christmas themed server, you should already be building it.

37
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: November 16, 2016, 09:19:31 AM »
However you should trim the automatic color generation too.

Indeed. I'm starting to think that 6 decimal places is good enough for everything and just rounding all the values.

38
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: November 15, 2016, 12:00:33 AM »
Alright this clarifies things. If I want to specify multiple collision boxes, would i do like, COLLISION0 and COLLISION1 etc?
Nope. You definitely do not want to do that because collision1 is not a valid token. See Definition Tokens for details on how to use them. COLLISION 1 and COLLISION 2 would be valid ways to define collision objects but the preferred method is to simply the name the object "collision" and duplicate it. Blender will add the index (e.g. "collision.003") to the end but that is automatically removed. Although you've given me an idea to improve this system for greater legacy support, thanks!

Also, i've tried naming a top texture to 'TOP' and for some reason when I add it in-game the top print is actually a SIDE texture. Does this have to do with the naming, rotation, or maybe do I need to UV map it properly?
That is certainly odd. If the material name is "top" (case insensitive) it should use the top brick texture on the assigned faces. I've just tested this and it certainly does not work, I must have broken it at some point. Regardless this doesn't really matter yet because using brick textures doesn't really help because the UVs are not calculated so you couldn't see the texture anyway. I'm currently working on the UV calculation.

39
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: November 13, 2016, 11:07:11 PM »
Awesome!

Do you think you could show us a picture of how to set up hierarchy properly for exporting Multiple Bricks by Group?
I'm assuming that it goes like Group1 > BOUNDS0, COLLISION0, MESH0       Group2 > BOUNDS1, COLLISION1, MESH1
There is no hierarchy anywhere. Each group is a new brick and can contain whatever just like with single brick export. One object can be in multiple groups if you so wish which is useful for doors, for example, where the size of the brick should not change between the open and closed states.

maybe instead of using material colors, use the material name alongside its color?
The material name, if it is one of the valid brick texture names (BOTTOMEDGE, BOTTOMLOOP, RAMP, SIDE, TOP), is used. Otherwise it is ignored. (Unless it contains "blank", see the readme.) As I'm typing this I realize that I have forgotten "PRINT".

The BOUNDS box determines the exact size of the brick. a brick's mesh can extend outside of the BOUNDS box - the COLLISION cannot (well it can but it will be glitchy)
This is correct. The bottom face of the bounds object is the bottom plane or "ground" of the brick.

40
Help / Re: SERVER REJECTS CONNECTIONS - Authentication failure
« on: November 13, 2016, 07:12:17 AM »
I'm not a networking guy so I don't really know how these things work but in your situation I would remove the libminiupnpc rule and see if that changes anything because I think it might conflict with the PF1 rule.

41
Modification Help / Re: Blender BLB Exporter [v1.1.0]
« on: November 13, 2016, 07:05:09 AM »
Version 1.1.0 released

Download Latest Version Full Change Log & Update Instructions

Minor tweaks and fixes, added support for additive and subtractive coloring with materials and vertex colors. Readme is now prettier with a table of contents and internal linking.

42
Help / Re: SERVER REJECTS CONNECTIONS - Authentication failure
« on: November 13, 2016, 06:37:56 AM »
You should have the port range 28000-28030 open on both TCP and UDP protocols. Also post a picture of your forwarded ports in your router settings.

43
Off Topic / Re: How do I port foward Blockland with these settings?
« on: November 13, 2016, 06:30:05 AM »
You need two rules: one for TCP, another for UDP. Port range is from 28000 to 28030. Leave host port blank if you can, if not, put in 28000

44
Modification Help / Re: Blender BLB Exporter [v1.0.0]
« on: November 13, 2016, 01:56:45 AM »
uhhh

like, a ton of bricks? take a look at my camera brick for example (its on blg). note how the base recolors to a shade of the brick color.

leetzero's guide to brick making explains how the naming system for colors works. google leetlegacy brickmaking for a link. some pictures at the bottom of the guide also show bricks with shading
Sorry, you're absolutely right. I just completely forgot that was a thing even though I've extensively used it in the past. I will be updating the add-on soon™.

Additive colors:
  • Object colors: gray color and negative alpha.
  • Material colors: You can't specify a negative alpha in the Blender UI so I will have add in a feature for this.
  • Vertex colors: gray color and negative alpha in the layer name.

Subtractive colors:
  • Object colors: negative gray color and negative alpha.
  • Material colors: You can't specify negative values for colors in the Blender UI so I will have add in a feature for this.
  • Vertex colors: You can't specify negative values for colors in the Blender UI so I will have add in a feature for this.

@perry you cant tint the sprayed color with a different color though. just tint it darker or lighter
Actually you can by using a non-gray color and negative alpha. For example a red color with negative alpha colored blue in-game produces violet. Or a yellow color where the red component is negative with negative alpha is actually green in-game, except when colored white or blue it turns cyan. There's probably a way to figure out what combinations produce what colors but I honestly don't see how this is helpful. I guess it technically allows the user to define two colors for a brick with a single spray can color.

45
Add-Ons / Re: Torii Brick (A Big Ass Japanese Gate) [.blend included]
« on: November 12, 2016, 02:19:53 PM »
Sure, it is. But he's only using this to advertise his Blender BL Exporter. It's a really nice example of how advanced it really is.
That's only half of the reason. The brick has uses in a Japanese themed build.

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