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Topics - alex dude

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16
Help / Changing forum avatar
« on: January 02, 2014, 12:17:06 PM »
I'm attempting to change my avatar on the forum to a different one, the size of it is 101kb and it's a 75x75 gif.
My current avatar is 154kb, I can't seem to be able to change it.
Am I the only one having this problem?

17
Gallery / [VIDEO] DDOS Bunker Silly Time
« on: December 30, 2013, 11:04:54 PM »
CLICK FOR VIDEO
feedback is rlly appreciated thx :)

18
Suggestions & Requests / Event - onClientLook
« on: December 30, 2013, 01:16:21 PM »
When a client looks at a brick. Setting the distance to view the brick would be nice such as:
onActivate > Self > setLookDistance > "100"

Could have a number of different uses, with VCE:

0 |onClientLook     > Self    > VCE_If_Value      > "<var:pl:currentItem>"   > == > " Hammer" > "1 2"
1 |onVariableTrue > Client > CenterPrint          > "You have the hammer of destiny"
3 |onVariableTrue > Self     > setLookDistance > "0"

19
Suggestions & Requests / Event - Brick Flash
« on: December 27, 2013, 03:17:23 AM »
Brick Flash
On Activate > Self > BrickFlash
Makes a brick quickly change it's color to white (or the brightest possible color), and then reverts back to the original after 400ms (the delay could be specified by the user)

20
General Discussion / What Add-Ons or keybinds help you save time?
« on: December 26, 2013, 01:54:02 PM »
What add-ons (or keybinds) do you use which can help you save time when doing something in Blockland?
For example:
Eventing - Auto Wrench by Space Guy and Randy
Building - Orb Shifting Corrector by Nexus

21
Modification Help / onBotActivated function
« on: December 19, 2013, 09:51:49 PM »
I'm trying to get a bot to do something when activated, doing a ServerCmd works, but the function I'm attempting to use does not work.
I did a dump() on playerStandardArmor to see if the function was correct:


This is my code:
Code: [Select]
function ServerCmdbot(%cl)
{
new aiplayer(FRANK)
{
datablock = playerStandardArmor;
position = vectoradd(_botbrick.getPosition(),"0 0 0.4"); // pops the bot on-top of a brick called botbrick
};
}

function ServerCmdChatMessage(%cl) //works fine
{
FRANK.setMoveDestination("0 12 0");
%cl.bottomPrint("\c2LOOK AT ME, I CAN WALK.",5);
}

function FRANK::onBotActivated(%obj,%cl) //does not work.
{
FRANK.setMoveDestination("0 12 0");
}
I'm probably doing it wrong, marbleman said that I'd need to create a function to do this because torque doesn't have it by default. But I couldn't manage to get that working.

22
Suggestions & Requests / Brick Connector/Optimiser Tool
« on: December 11, 2013, 04:16:27 PM »
I don't think this exists yet, or I haven't found one.
A tool which when fired at bricks the same color, connects them together, lowering the brickcount, a bit like how trench wars does it, but as a tool.

Example Video of what I mean here
Possible Features
RTB prefs for a radius for the tool to affect would be nice, or a maximum amount of bricks connected.
RTB prefs for player, admin, or super-admin use.

thanks in advance if anyone decides to do this.

23
General Discussion / Browsing with a controller
« on: December 11, 2013, 02:17:56 PM »
I recently got a 360 pad for my PC delivered, browsing the forums with the joysticks is really pleasant.
Video here: https://www.youtube.com/watch?v=UaiJcq2zNyo
Clicking on topics with the A button feels really satisfying too, has anyone else tried this with a controller?

24
Suggestions & Requests / Playertype/Datablock Tutorial
« on: December 06, 2013, 09:53:08 AM »
Considering that we are getting close to releasing on steam, it would be nice to have a basic tutorial on how to make a custom playertype/datablock in General Modification Help for any future add-on makers.

25
Gallery / [VIDEO] Kim Jon Blok
« on: October 23, 2013, 06:35:16 PM »

26
Gallery / Blockland Trailer
« on: October 06, 2013, 11:40:46 PM »
Inspired from Eksi's trailer video.
http://youtu.be/MJN6ikLsodo

Stuff I wanted to show/get across to a general viewer:
  • You can customize your avatar
  • Environments can be changed
  • You can event/alter bricks with the wrench
  • You can build
  • You can create custom content
  • You can drive/fly vehicles

Please give me feedback so I can improve it :)

27
Help / How would I replace bricks in a save?
« on: September 27, 2013, 11:50:24 AM »
I have a build inside 64x64 zone bricks, I'm wanting to move the build into 64x64 modter bricks to avoid any zone spam.
I know I could duplicate it over but that could cause some problems, is there a way around this?

28
Modification Help / Animation for weapon
« on: September 12, 2013, 11:29:49 PM »
So i'm trying to animate an item for blockland and I think the problem may be with the script.
If there is a chance it is the model, this is how I have created the animation in blender:
  • I have created an animation on the model from frame 0 to 10 and called that sequence "fire".
  • The armature's name is "Bone", I don't think it makes a difference but i'm unsure.
This is what my exporter window looks like:

I'm wanting the item to play the animation once when the player equips it.

Code: [Select]
        stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTimeoutValue[1]             = 0.25;
stateSequence[1]                = "fire";

Is stateSequence the name for the animation to play in the model? That's what i'm currently assuming.

29
Modification Help / Vehicle Camera
« on: August 28, 2013, 08:11:43 AM »
Hello, I'm wondering if it's possible for the driver of my vehicle to have the same perspective in 3rd person as the passengers. Currently, the third person camera is in the center of the vehicle with these settings.
Code: [Select]
// 3rd person camera settings
cameraRoll = true;         // Roll the camera with the vehicle
cameraMaxDist = 0;         // Far distance from vehicle
cameraOffset = 0;        // Vertical offset from camera mount point
cameraLag = 0.0;           // Velocity lag of camera
cameraDecay = 0;        // Decay per sec. rate of velocity lag
cameraTilt = 0;
   collisionTol = 0.2;        // Collision distance tolerance
   contactTol = 0.2;

   useEyePoint = false;
Edit: The camera seems to be in the center of the collision box, it rotates 180 degrees in both directions.

30
Modification Help / How to make a vehicle in Blender.
« on: August 19, 2013, 12:54:46 AM »

How to make a vehicle with Blender
I'd just like to clarify; This is not a modeling tutorial. This is how to get a simple cube with joints in-game with collision.
Step 1 - Get blender 2.49b with the DTS exporter, thanks to Demian and his General Blender help thread for these download links!
Download link (32 Bit)
Download link (64 Bit)

If you are using a newer version of blender to create your model;

It's much easier to create your model in this version of blender linked in this topic, it saves A LOT of time.

Step 2 - Organise your files for your Vehicle Add-On, use some folders.
This is what I use for creating add-ons, but you can have yours laid out however you want.


Step 3 - Creating your vehicle

Before we make anything, we need to create these things in your vehicle folder:
description.txt
In this text document, include;
Code: [Select]
Title: Tutorial Vehicle
Author: Your Name
Description: Test!

A Zip file called Vehicle_Test
We can drag our finished files into here before putting it into our Add-Ons to test.

Step 5 - NOW WE MAKE THINGS
Now, if you haven't already; download Blender at the top of the page.

Save it somewhere where you can access it, now run the Blender.exe file to open Blender.
You should start with this interface;


Zoom out, (scroll) and delete the light and camera, we won't need them.
(to delete them, right click one and press delete on your keyboard)

Hit 3 on your numpad, it'll rotate your camera to the direction we want to start modeling with.
Now right click the cube and hit S (this scales the cube if you didn't know)
Hit Y for scaling on the y axis, and press the number 8 on your keyboard.
Hit S again and type .5, this halfs the scale of the vehicle.
Hit 7 on your numpad, this moves the view to the top.
You'll notice your vehicle isn't very wide, hit S, now hit X for the x axis, type 4.

You can middle mouse click, or use the numpad to look at what the vehicle looks like so far, currently it should look like a rectangular cube, shown below;



Now we are going to add things called empties, these will tell torque what goes into what; this is what a normal hierarchy of empties looks like:

  • Shape - Is a parent to Detail32 and Col.
  • Detail32 - Is a child to Shape This includes the model of the vehicle.
  • Col - Is a child to Detail32. This includes the vehicle's collision box.

Hit Shift + A and select Add > Empty
Press ALT+G to reset it's location to the center.
Hit G, then hit Z, and press 1 on your keyboard.
Press Shift+D to duplicate the empty, press G and press Z, type 1.
Hit Shift+D again, press G once more, and press Z, now type 1 again.

Press A to deselect everything.
Your Empties should look like this:



Naming the empties.
Right Click the top Empty, press F7
Under "Object and Links", it should say "OB:" and then some text, click it and type Shape

Right Click the middle Empty and press F7
Under "Object and Links", it should say "OB:" and then some text, click it and type Detail32

Finally, Right Click the bottom Empty, press F7
Under "Object and Links", it should say "OB:" and then some text, click it and type Col

Hit A to deselect everything.

Parenting the empties.

Right Click the middle empty, "Detail32"
Hold Shift and Right Click the top empty, "Shape" (if you accidentally select your model, just press CTRL+Z)
Now, press CTRL+P to parent Detail32 to Shape.

Now that Detail32 is parented to shape, let's parent Col to Detail32.

Right Click the bottom empty, "Col".
Hold Shift and Right Click the middle empty "Detail32"
Once again, press CTRL+P to parent Col to Detail32.

To check if these are correctly parented, select the top one and press G to move it around, if the other empties move directly under it, you should have parented them correctly, if you are unsure what is parented to what, select an object and press F7, where it says "Par:" will be where the object's parent is. Press CTRL+Z to put them back.

Parenting the model to Detail32
Right Click the rectangular cube, Hold Shift and Right Click the middle empty.
Now press CTRL+P, the model should now be a child to detail32. To check, select the model and press F7.
Under "Par:", It should say Detail32.

Collision Box
This thing is simple to do, however it can be the cause of many game crashes when attempting to spawn the vehicle if it is done wrong.
THE RULES OF COLLISION BOXES
IT MUST BE convex.
IT CANNOT face inward(concave)



Alright, let's get started.
Right Click the rectangular cube/model and CTRL+D to duplicate it.
Hit ALT+P and select clear parent, we want it to be the child of Col, not Detail32. (col is not visible but detail32 is)
Hit 3 on your numpad.
Hit S, type 1.05 to make it slightly bigger than the model.
Shift+Rightclick the bottom empty (Col) and CTRL+P to parent it to Col0.

Right Click the collision box to select it, hit F7
Make sure OB: is called Col0
Hit F9, make sure ME: is also called Col0.

Let's now move the collision box to a new layer, Hit M; a move to layer box should appear.
Select the second left box (highlighted in red here)

Now click OK.
The collision box may appear like it has vanished, it is just in a different layer.

Step 6 - JOINTS, AAH.

Joints/Armatures

These allow you to set where people can sit, and where wheels are placed on your model, I attempted to create a diagram with the default jeep to show you what I mean.


Joint names for vehicles, from the Big List of tutorials
Front left tire = hub0
Front right tire = hub1
Rear left tire = hub2
Rear right tire = hub3
Driver = mount0
Passengers = mount1, mount2, mount3; ect..

LET US BEGIN JOINTING.

Shift+A, select Armature.
ALT+G to center it's location.
Hit G to grab the armature, now hit Z to move it on the Z axis (up and down)
Type .5 to move it just above the model, this is where the driver will sit.

Your Armature should look like this:


Naming the Armature
Make sure the armature is selected, hit F9 to go into the editing tab.
Press TAB, at the bottom right you should see "Selected Bones"; where it says "BO:Bone", click it; and type mount0
Under "Link and Materials", click "AR:" at the bottom left and type mount0

You have now correctly named the driver seat for the vehicle!
Let's parent this joint to detail32.

Parenting the Armature
Press TAB to come out of edit mode and into object mode.

Make sure the armature is selected, if it is not; right click it.
Hold Shift and Right Click the middle Empty (Detail32)
Hit CTRL+P to parent the joint to detail32.

You can now add any other armatures you want, if you want wheels, simply rotate the joint facing away from the vehicle and name it hub0, hub1, hub2, ect..

But for this vehicle, we do not need any wheels.

Step 7 - Exporting your model

Blockland likes DTS models. It's the format used for vehicles and weapons alike.
Thankfully, our version of blender has the DTS exporter pre-installed!

At the top left, hit File > Export > Torque Shape DTS

Firstly, change the Min Pixel Size to 32, and select only the first layer, this is for detail32 so we don't want to include the collision box in this.
Now, above that there is an add button and a Visible Detail Level dropdown box.
Select the dropdown box and change it to Collision Detail Level, now click Add

In the collision-1 detail level, look to the right. Select the second layer, this is where the collision box is.

This is what mine looks like:

Go to the Shape Options tab.
Change triangle lists to triangle strips in geometry type, if you don't export using triangle strips, the model will not cast a shadow.

Now you can try to export! Make sure the file path goes to your vehicle folder!

Navigate to your vehicle folder, there will be an extra text document with the same name as the exported dts file.
You can delete this text document.

Step 8 - Scripting your vehicle

If you are inexperienced with torque, do not worry! I'm pretty stuff myself yet I somehow manage to make vehicles, I don't see why you can't!
You can use any text editing program to do this, even notepad. However I suggest getting a program called notepad++, It's a super fast text editor and it is great for editing torquescript.

We are going to use the code from the magic carpet add-on, which comes with Blockland.
Navigate to your Blockland > Add-Ons folder, and find the Vehicle_Magic_Carpet. Open it up with your zip editor of choice.

We need the "server.cs" and the "Vehicle_MagicCarpet.cs", extract these to your vehicle folder.
Open up the extracted server.cs file in your favorite text editor.
Code: [Select]
Replace exec("./vehicle_magiccarpet.cs");
with exec("./vehicle_Tutorial.cs");
and save the server.cs

Click the Vehicle_MagicCarpet.cs and Hit F2 to rename it.
Type Vehicle_Tutorial. (if you are on windows XP you may need to type Vehicle_Tutorial.cs)
Hit Enter to finish renaming it, hit Enter again to open the file.

We only need to replace a few words in the Magic_Carpet's script.
Code: [Select]
Replace FlyingVehicleData(MagicCarpetVehicle)
With FlyingVehicleData(TutorialVehicle)
Code: [Select]
Replace shapeFile   = "./carpet.dts";
With shapeFile   = "./tutorial.dts"; // make sure3 that the name of the .dts model is this.

Scroll down to line 114, change Magic Carpet to Tutorial Vehicle

That should be about it! Pop these files into your Vehicle_Tutorial zip folder.
  • tutorial.dts
  • Vehicle_Tutorial.cs
  • Server.cs
  • description.txt
Now just put the Vehicle_Tutorial.zip into your Blockland Add-ons folder and test it out!

This is what the finished version looks like:

This tutorial took quite a few hours to write and i'm really tired now, If you guys find problems in the tutorial, please let me know so I can fix it when I get back.

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