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Messages - bounty hunta

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16
Suggestions & Requests / Nature pastel color set
« on: June 11, 2016, 07:39:08 PM »
Could someone create or link a color set that focuses on nature colors (plenty of blues, greens, browns, and tans). I'm looking for more of a pastel feel to emphasize on the structures themselves rather than the colors sticking out. Thanks ahead for any help!

17
Gallery / Re: cool pictures i took
« on: June 11, 2016, 07:28:01 PM »
I like them but i think if you had less opacity on the vignette it would add to the feeling without pulling attention away from the content of the picture. Overall, nice shots!

Edit:
who spilled fanta on the vignette
Was getting more of a cheetos vibe

18
Help / Re: Stuck at loading
« on: June 11, 2016, 07:19:24 PM »
Edit: I was using the program fine 30 min ago. This only just start after i quit out to install a new addon (a colorset) and i re-opened the game. I have tried taking out the addon and opening the game but that doesn't work either.

19
Help / Stuck at loading
« on: June 11, 2016, 07:15:28 PM »
Every time I launch Blockland i get to "Setting Pixel Format" in the console and then it just stops loading. Any ideas?

------------------------------------------------------------------------------------------------------------------------------------------
--------- Loading Common ---------
Loading compiled script base/main.cs.
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Executing config/client/prefs.cs.
Executing config/server/prefs.cs.
Executing config/server/ADD_ON_LIST.cs.
Executing config/server/musicList.cs.
--------- Loading MODS ---------
Executing config/main.cs.
%
Pre-Loading Add-On: Support_Updater
Executing Add-Ons/Support_Updater/preload.cs.
%
%
--------- Initializing Base ---------
Loading compiled script base/client/init.cs.
Loading compiled script base/server/init.cs.
Loading compiled script base/client/canvas.cs.
Loading compiled script base/client/audio.cs.
%
--------- Initializing Base: Server ---------------------
Initializing steamAPI...
  SteamAPI initialization failed.
Loading compiled script base/server/mainServer.cs.
Loading compiled script base/server/scripts/game.cs.
%
--------- Initializing Base: Client ---------------------
Loading compiled script base/client/message.cs.
Loading compiled script base/client/mission.cs.
Loading compiled script base/client/missionDownload.cs.
Loading compiled script base/client/actionMap.cs.
Video Init:
   Accelerated OpenGL display device detected.
Activating the OpenGL display device...
Activating the OpenGL display device... (NEW)
OpenGLDevice::setScreenMode 1600 900 32 60 0
  safeModeOn      = 1
  fixedFrame size = 3
  caption size    = 23
  maxWindowWidth  = 1913
  maxWindowHeight = 1050
Setting screen mode to 1600x900x32@60hz (w)...
  winState.hGLRC does not exist
  winState.appDC does not exist
  winState.appWindow does not exist
Creating a new window...
  moving window
Window reactivating...
Acquiring a new device context...
  setting pixel format
%
-----------------------------------------------------------------

20
General Discussion / Re: Converting a .obj to a .bls
« on: April 09, 2016, 02:24:44 PM »
This should be almost good enough.

http://forum.blockland.us/index.php?topic=212312.0

i'm not sure how to use that and i think i'l pass on this project. Thanks though.

21
General Discussion / Re: Converting a .obj to a .bls
« on: April 09, 2016, 02:13:31 PM »
Update: Yea it's impossible. I looked at the .txt code and there is no way it could be done without a ton of manual alterations. And since the mesh im trying to convert has about 6 Million bricks I'll pass. ( I forgot how large i made the object which is why the brick count would be so high. If converted to metrics the save is about 10km x 10km).

22
General Discussion / Converting a .obj to a .bls
« on: April 09, 2016, 01:08:13 PM »
I have recently been working with 3rd party software to create meshes and then voxelize the 3D meshes so they look like legos, i'm wondering if it is possible to convert the lego mesh .obj file into a .bls so it is compatible with Blockland. Thanks.

23
Gallery / Re: [VIDEO] Kreon's Community Roleplay
« on: February 28, 2016, 07:37:37 PM »
On a serious note: I really loved the ambient background noise.

24
Gallery / Re: WIP Terrain
« on: February 28, 2016, 07:35:10 PM »
Update:
Laid out some baseplates to give an idea to the approximate size of what the build should be upon completion (it'll probably be a bit bigger though).

Brickcount: 1935

25
Gallery / Re: Bridge TDM TESTING NEED TESTERS
« on: February 23, 2016, 09:32:38 PM »

26
Gallery / Re: WIP Terrain
« on: February 22, 2016, 09:37:48 PM »
Fair enough, can you link me to a decent tree add-on pack? i'm lazy

27
Gallery / Re: WIP Terrain
« on: February 22, 2016, 08:46:44 PM »
i will probably finish the island itself (80 - 100k) then use the same terrain to build a little city (150k)
Nice, I'm currently sitting at around 1.2K bricks. By that figure I can safely assume mine should be around 70-100K in the end.
On a side not, I have no idea how to build trees ;-;

28
Gallery / Re: WIP Terrain
« on: February 22, 2016, 07:52:35 PM »
In case anyone would like to know how I personally go about building terrain, here is a general overview as demonstrated by screenshots:




29
Gallery / Re: DOF Screenshots
« on: February 21, 2016, 11:19:33 PM »

30
Gallery / Re: WIP Terrain
« on: February 21, 2016, 08:36:33 PM »
manual terrain best terrain ;)

Amen.

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