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Topics - Gen. Hothauser

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16
Modification Help / Lego Vehicle Packs [Progress: Camper all done!]
« on: July 04, 2014, 05:26:21 PM »
Lego Vehicle Packs
(Official title coming later)






I recently got back into Lego and really wanted some more Lego vehicles in Blockland.  With my new-found ability to make vehicles, I decided to give it a try.  All early vehicles will be simple, little Lego sets so that I have an easier time practicing and honing my abilities.  If you have any suggestions or requests, feel free to speak up.  I do request, however, that any suggestions made be designed by the Lego Company - no custom models.

Also, I like how the 3177 Small Car turned out with its lack of any studs or texturing that would make it look like a brick vehicle.  I am thinking of experimenting with textures. but I haven't gotten around to learning how to do all of that.  What do you guys think, should I add Blockland stud and side textures to this or not?  Vote in the poll!

In the future, as I accrue more vehicles, I will split the vehicles into themed packs, such as city or off-road.



Lego Set Progress List

Finished
Model Done
Modeling In Progress
Not Started

City Car Pack

-3117 Small Car
-4207 City Garage - Sedan 1
-4207 City Garage - VW Van
-4207 City Garage - Sports Car
-8404 Public Transport Station - Car
-4897 Police Trike - Trike (not police)
-3222 Helicopter + Limousine - Limousine

Public Services Pack

-60056 City Tow Truck - Tow Truck
-4434 Tipper Truck
-4432 Trash Truck
-60016 Tanker Truck
-60002 Fire Truck - Fire Truck
-8404 Public Transport Station - Bus
-8404 Public Transport Station - Street Sweeper
-60026 Town Square - Bus

Aircraft Pack
-7893 Passenger Plane - Passenger Plane*
-60022 Cargo Terminal - Cargo Plane*
-3222 Helicopter + Limousine - Helicopter
-60013 Coast Guard Helicopter

*Will be the same vehicle with hidden nodes, like the taxi/police car variants we used to have all the time

Construction Pack

-60018 Cement Truck
-7344 Dump Truck
-7746 Steam Roller
-7242 Street Cleaner

DM Pack

---Will be filled with unofficial Lego sets---

Race Pack

-6498 Go Kart
-6335 Indy Transport - Race car
-60019 Stunt Plane - Stunt Plane

Classic Pack

-7424 Black Cruiser
-5928 Bi-wing Baron - Biplane


Random Pack

-60057 Camper Van
-6490 Amazon Crossing - Jeep




Gallery

Car Pack

3177 Small Car



Demo the Small Car now.

------------------------------------

6490 Amazon Crossing



------------------------------------

4207 City Garage - Sedan



------------------------------------

6498 Go Kart


Oops, lighting issue on the front left corner
And oops, used the wrong wheel DTS

------------------------------------

60057 Camper




17
Suggestions & Requests / "Prints" for vehicles?
« on: July 04, 2014, 10:22:52 AM »
A much-requested addition for vehicles, i may have thought of a solution.  Using a system similar to the Custom Vehicle Support that Filipe uses, would it be possible to finally add letters to a vehicle?  If so, can someone try to make it.  Additionally, if parts of a vehicle can be textured, using Custom Vehicle Support, couldn't "stickers" be swapped out on the vehicle, thus providing another means to add letters or numbers?  If either of these could be possible, can someone give them a shot?

18
Modification Help / Propeller Animation Issue
« on: July 02, 2014, 03:38:01 PM »
I've got an animation issue.

I've got two propellers on my plane.  I thought I scripted what was necessary to get both of them to animate in game, but I guess I didn't.  I used the Vehicle_StuntPlane.cs file in the Stunt Plane.zip for reference.  The following code snippet is in my Vehicle_Diamond.cs (Diamond is the name of the vehicle, prop0Rot is the name of the animation sequence in Blender).

Code: [Select]
function Diamondvehicle::onadd(%this,%obj)
{

parent::onadd(%this,%obj);
  %obj.playThread(0,"prop0Rot");

contrailCheck(%obj);

}

I thought I correctly got both propellers to animate (I copy/pasted the function and replaced "prop0Rot" with "prop1Rot").  Only "prop1Rot" worked (kind of).  Am I completely off-track on how to do this?

The working propeller slows down and starts over between animation loops, and I assume this is an issue with my animation efforts in Blender, so I'll post that issue in the Blender help thread.

19
Gallery / Paleontologists vs Smugglers CP TDM
« on: April 16, 2014, 09:52:41 PM »
I planned on making some kind of modern-day desert TDM, but the way I made the map made me think of dinosaurs, and this idea hatched.




Teaser picture.  This basically sums up all of the progress made so far, though.  Fog looks better in-game.



Description:

There are two teams: Paleontologists and Smugglers.  The goal of the two teams is to capture all of the capture points.  Capture points are located near dig sites.  When a paleontologist captures a point, that site is "discovered", meaning the paleontologist has found and dug up fossils.  When a smuggler captures a point, the fossils at that site have been stolen.  The first team to capture all of the points (discover all of the fossils/steal all of the fossils) and make it to the small airport (or something, idk, I haven't thought ahead to that part yet) wins the game.



Pictures:








The below pictures are without the environmental settings I will be using.





20
Off Topic / College!
« on: April 15, 2014, 04:18:15 PM »



This is where I will be going to college.










For all aspiring pilots or aerospace (planes and spacecraft) engineers, this is the place to go.

21
Off Topic / For those of you who understand mathematical integration
« on: April 02, 2014, 10:52:29 PM »
I am taking calculus online this year to make room for another class during the school day.  Unfortunately, the class is riddled with errors - from typos, to math errors, to incorrect answer choice coding.  Also, since I'm not taking the class during the school day, I end up working at 10 or 11 pm, like right now, so I am often tired and sometimes overlook things.  In the event that I have done so, please correct me, but the below picture (I am fairly certain) is a failed question.



I am between answers (A) and (C) because (B), (D), and (E) are true, and (A) and (C) start with the exact same words that are both incorrect.  What do you guys think?

22
Help / Interesting graphics fail...
« on: March 23, 2014, 08:50:32 PM »
So I was going through, finally getting all of the steam achievements.  I attempt the "Educated" achievement by playing through the tutorial.  I got to the "wrench" level, where you use a wrench to set the emitter on a brick.  Upon opening the wrench menu, Blockland crashes and returns with the message, "The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.".  A pop-up displayed, instructing me to visit a page to view why this happened, so I did.  This error occurs when the workload exceeds what the graphics card can process.

I have been on servers where 100+ tank cannon shots have simultaneously exploded, where 100k bricks have been painted pink, where 99 players have stacked, etc.  How can one little wrench instance cause an overload of my graphics card?

23
Modification Help / Do I understand this code snippet correctly?
« on: December 26, 2013, 03:31:56 PM »
Code: [Select]
function AirDragonArmor::onTrigger(%this, %obj, %trig, %press) {
if(%trig == 2 && %press && getsimtime() >= %obj.lastjump+400)
{
%obj.forbidJump = true;
%obj.addVelocity("0 0 24");
%obj.playThread(0, "Jump");
ServerPlay3D(AirDragonJumpSound, %obj.getPosition());
%obj.lastjump = getsimtime();
}
else Parent::onTrigger(%this, %obj, %trig, %press);
}

I ripped the above code out of the Player_Dragons pack.

In the line:
Code: [Select]
if(%trig == 2 && %press && getsimtime() >= %obj.lastjump+400)

Is this checking if a key as been pressed (%press), that the pressed key is the jump key (%trig == 2), and checking if it has been 400 milliseconds since the last time the function was triggered successfully (getsimtime() >= %obj.lastjump+400)?

24
It would be useful for the spawnprojectile, spawnexplosion, and spawnitem events to have coordinate fields.  It would also be useful for the fields to be compatible with VCE variables for easy manipulation of the values.

25
General Discussion / 70k What???
« on: December 10, 2013, 02:36:52 AM »
When did we reach 70k, and how are we almost at 80k.  To whom and how many were sold off as placeholders?



[edit]

Since posting this, six thirteen more people joined.

26
Modification Help / DTS importer for blender?
« on: December 07, 2013, 09:53:46 PM »
Does it exist?  Searching returns nothing.

If not, is it possible?

If it is possible, would it be a useful tool?

If it would be useful, why has no one made it?

27
Suggestions & Requests / No Ground (not like the two others made)
« on: December 07, 2013, 09:44:47 PM »
I found this and this which both delete the ground.  But, vehicles do that awkward bouncing thing where the ground should be even when the ground is gone.  Is it possible to completely remove the ground to the extent that vehicles don't awkwardly bounce?

If yes, could someone make it?

It's fine if not possible, players and bots don't interact with it, and bots can be substituted for the vehicles I need, I think

28
Modification Help / Elevation-controllable mountable bot?
« on: December 07, 2013, 09:14:52 PM »
Is it possible to make a mountable bot whose elevation can be controlled via the jump and crouch keys?

29
Suggestions & Requests / Bots that fly like Height Controlled helicopters
« on: December 07, 2013, 12:34:24 PM »
Is it possible to make a mountable bot whose elevation can be controlled via the jump and crouch keys?  If so, can someone make, in blender, a cube-shaped bot with two mount points and a rotation object that has the elevation-control ability?  I would like to use it to learn to make more mountable bots, so could you also include the .blend with the file?

30
General Discussion / Server idea I am skeptical of
« on: December 07, 2013, 11:57:30 AM »
I have an idea for a server that I would like to create but I am unsure of its popularity.

Essentially, it's the core of a CRPG in the sky.

Everyone lives on floating islands really high up.  On spawn, the player must do work to raise money.  This work involves mining for a special mineral that runs the fantasy world's everything.  Once you get enough money, you hop on a taxi-blimp to get to the main island where more high-paying jobs are found.  After raising more money, you can go to buy a house.  To do this, you go to the real-estate office where a list of available houses are.

You can either buy a house on the main island or buy an outter-island house.  If the outter-island house is chosen, you have to take a taxi-blimp out to it.  Once you reach the island, you have a small shack consisting of one room.  There is also a wide open field with a blimp.  Each outter-island or outter-island grouping has it's own business.  Some will be lumber, or wind, or electronics, etc.  You can upgrade every aspect of your island, except the size of the island itself.  This includes the extent of the house, the tools used in the job, the blimp, etc.  Using a color selection tool that can be purchased, you can also paint your house and blimp.  When you have enough money, you can sell your island and buy another, bigger one.

This all seems calm and peaceful, but it won't be.  You could also have gone to the gang hideout in the city, and gotten a gangster island.  These people create the strife in the world, and they get their money by selling the special material I talked about earlier on the black market.

I'm also thinking about making small island where you can find treasure or something.

There will be no building, so no printer, hammer, or wrench.  Everything will be handled by events.

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