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Creativity / Re: The new and improved 3D model topic!
« on: October 13, 2011, 09:51:14 AM »"The new and improved 3D model topic!"?
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"The new and improved 3D model topic!"?
How is that a fail? The link works.Don't worry, he's never seen Wikipedia links before.
EDIT-Fixed, but texture doesn't show up ingame-it's just a white space on top of the box.Indeed. Let me know if you get it working, I've been trying to get UV textures to work in game for a year.
weeell I'm happy I know the disappear event at leastWhaa? You didn't know about the raycasting/collision/rendering properties? Where have you been?
Handle too.Not Blocklandey.

This is why.Take note of the year that was posted everyone.
We don't have it because it's impossible due to the way bricks are assigned ownership or something.It's because how bricks work. If this was made, the clients in your server would not be able to see or interact with any bricks because their Blockland clients do not have the data.
datablock ItemData(IT_hatItem)
{
shapeFile = "./hat.dts"; //Hat model, when spawned.
image = "IM_hatItem";
rotate = false;
uiName = "Hat Item"; //Hat name.
iconName = "Add-Ons/Weapon_Gun/icon_gun"; //Hat inventory icon.
canDrop = true;
mass = 1;
drag = 0.5;
density = 0.2;
friction = 0.6;
elasticity = 0.2;
gravityMod = 1;
doColorShift = true;
colorShiftColor = "1 1 0.949 1"; //Color of the hat icon and item when spawned.
};
datablock ItemData(IT_hatEmpty : IT_hatItem)
{
shapeFile = "./hat.dts"; //Hat model, when spawned.
image = "IM_hatEmpty";
rotate = false;
uiName = ""; //Hat name.
iconName = "Add-Ons/Weapon_Gun/icon_gun"; //Hat inventory icon.
canDrop = false;
mass = 1;
drag = 0.5;
density = 0.2;
friction = 0.6;
elasticity = 0.2;
gravityMod = 1;
doColorShift = true;
colorShiftColor = "1 1 0.949 1"; //Color of the hat icon and item when spawned.
};
datablock ShapeBaseImageData(IM_hatHead)
{
shapeFile = "./hat.dts";
emap = true;
mountPoint = $HeadSlot;
offset = "0 0 0";
eyeOffset = "0 0 10 1";
rotation = eulerToMatrix("0 0 0");
scale = "1 1 1";
doColorShift = true;
colorShiftColor = "1 1 0.949 1"; //Color of the hat when worn.
};
datablock ShapeBaseImageData(IM_hatItem)
{
shapeFile = "./hat.dts";
Item = "IT_hatItem";
firstPersonParticles = true;
armReady = true;
mountPoint = 0;
offset = "0 0 0";
rotation = eulerToMatrix("0 0 0");
eyeOffset = "0 0 0 0";
eyeRotation = "0 0 0 0";
doColorShift = true;
colorShiftColor = "1 1 0.949 1"; //Color of the hat on hand.
stateName[0] = "Active";
stateWaitForTimeout[0] = true;
stateTimeoutValue[0] = 0.03;
stateTransitionOnTriggerDown[0] = "Ready";
stateName[1] = "Ready";
stateAllowImageChange[1] = false;
stateWaitForTimeout[1] = true;
stateTimeoutValue[1] = 0.03;
stateTransitionOnTriggerUp[1] = "Equip";
stateName[2] = "Equip";
stateAllowImageChange[2] = true;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.03;
stateTransitionOnTimeout[2] = "Ready";
};
function IM_hatItem::onFire(%this, %obj, %slot)
{
%client=%obj.client;
if(!%obj.Wear)
{
%obj.Wear = 1;
for(%i = 0;$hat[%i] !$= "";%i++)
{
%obj.hideNode($hat[%i]);
//%obj.hideNode("headskin"); //Hides player's head.
}
%obj.unMountImage(1);
%obj.mountimage(IM_hatHead, 1);
%obj.unMountImage(0);
%obj.mountimage(IM_hatEmpty,0);
%obj.schedule(0,"playThread",2,shiftAway);
%obj.schedule(190,"playThread",1,root);
}
}
datablock ShapeBaseImageData(IM_hatEmpty)
{
shapeFile = "base/data/shapes/empty.dts";
Item = "IT_hatEmpty";
firstPersonParticles = true;
armReady = true;
mountPoint = 0;
offset = "0 0 0";
rotation = eulerToMatrix("0 0 0");
eyeOffset = "0 0 0 0";
eyeRotation = "0 0 0 0";
doColorShift = true;
colorShiftColor = "1 1 0.949 1"; //Color of the hat icon.
stateName[0] = "Active";
stateWaitForTimeout[0] = true;
stateTimeoutValue[0] = 0.03;
stateTransitionOnTriggerDown[0] = "Ready";
stateName[1] = "Ready";
stateAllowImageChange[1] = false;
stateWaitForTimeout[1] = true;
stateTimeoutValue[1] = 0.03;
stateTransitionOnTriggerUp[1] = "Equip";
stateName[2] = "Equip";
stateAllowImageChange[2] = true;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.03;
stateTransitionOnTimeout[2] = "Ready";
};
function IM_hatEmpty::onFire(%this, %obj, %slot)
{
%client=%obj.client;
if(%obj.Wear)
{
%obj.Wear = 0;
%obj.unMountImage(1);
//%obj.unHideNode("headskin"); //Unhides player's head.
%obj.unMountImage(0);
%obj.mountimage(IM_hatItem,0);
%obj.playThread(2, shiftAway);
%obj.playThread(1, armReadyRight);
%client.applyBodyParts();
%client.applyBodyColors();
}
}
function IM_hatItem::onMount(%this, %obj, %slot)
{
if(%obj.Wear)
{
%obj.unMountImage(0);
%obj.mountimage(IM_hatEmpty,0);
}
}
Revolution Deathsquad - DragonforceDragon Force is kewl.
anyone else listen to dargunferss
mColor = "255 255 255 255";