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Messages - Space Guy

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3361
Modification Help / Re: BLB Brick Format Reference
« on: December 20, 2008, 09:45:29 AM »
The bottom of the 1x1 round uses several quads with BOTTOMLOOP as its texture.

3362
Modification Help / Re: BLB Brick Format Reference
« on: December 20, 2008, 05:44:16 AM »
Thanks for that.

3363
Help / Re: Some Console Commands
« on: December 20, 2008, 04:44:06 AM »
Code: [Select]
dumpConsoleFunctions();

Put it in console while hosting a server. That's every console command you could possibly need. (And a lot you will never need)

3364
Help / Re: 2 client Events-Help!
« on: December 20, 2008, 04:41:56 AM »
1. I'm not sure whether/how this is possible to do.

2. Pretty much any font will work. Open your favourite text editor and go through the fonts list. Simple fonts work better. Arial:12 or Lucidia Console:12 work for 'small' text. If you want, Palatino Linotype:24 is the standard text size unless it's been changed in Options.

3365
Suggestions & Requests / Re: OnLightOn/Off
« on: December 20, 2008, 04:22:30 AM »
is it really that hard to do it with events?

(make light brick)event:
1.(checked)-onactivate-self-setlight-(what light you want)
2.(unchecked)-onactivate-self-setlight-none
3.(checked)-onactivate-self-toggleevent-1
4.(checked)-onactivate-self-toggleevent-2

that will turn it on and off every time you click it.
PUT IT IN THAT ORDER!!!

Tip: You can put more than one number in the box for setEventEnabled, toggleEventEnabled and NiXiLL's shiftEventEnabled. Separate them by spaces to toggle two events at once.
Code: [Select]
onActivate -> Self -> ToggleEventEnabled -> [1 2]
will toggle both at once.

3366
Modification Help / BLB Brick Format Reference
« on: December 20, 2008, 04:18:42 AM »
This is my interpretation/understanding of the BLB file format from basically reading through the files. Please tell me if you think I'm going wrong on any part of this.


BRICK

2x4.blb
Code: [Select]
2 4 3
BRICK
The BRICK code-word shows that the brick is a standard, cuboid-shaped brick. The numbers above it stand for its length (studs), width (studs) and height (plates, not bricks). The above code is for the 2x4 brick.


SPECIAL

2x2ramp.blb
Code: [Select]
2 2 3
SPECIAL
This defines the basic width, length and height of the brick as if it were a standard brick (no parts 'cut out'), which is used later. The above code is for the 2x2 ramp.


Brick Grid

2x2ramp.blb
Code: [Select]
XX
XX
dd

uu
XX
dd
Each of these define whether people can place bricks inside, on top of or above the brick. The basic view is each layer of its cross-section, one for each brick in length along the y axis set on the first line. For this code (the 2x2 ramp), this consists of two sections which are each two characters wide and three tall.

X = Cannot place bricks in or on top of this
u = Cannot place bricks inside this, but can on top of
d = Cannot place bricks inside this, but can below
- = Bricks can be placed inside of this area.
b = Cannot place bricks inside, but can on top or below


COVERAGE

2x2ramp.blb
Code: [Select]
0
COVERAGE: //TBNESW
1 : 2
1 : 4
0 : 6
0 : 6
1 : 6
0 : 6

The number on the left of the : is whether or not it will hide adjacent faces. The number on the right is the coverage area of an adjacent brick to hide a face on this brick. The 4x2 plate would infact look something like this:

1 : 8
1 : 8
1 : 2
1 : 4
1 : 2
1 : 4


Quads

2x2ramp.blb
Code: [Select]
----------------top quads:
1

2x2ramp.blb
Code: [Select]
----------------bottom quads:
5

2x2ramp.blb
Code: [Select]
----------------north quads:
1

2x2ramp.blb
Code: [Select]
----------------east quads:
2

2x2ramp.blb
Code: [Select]
----------------south quads:
1

2x2ramp.blb
Code: [Select]
----------------west quads:
2

2x2ramp.blb
Code: [Select]
----------------omni quads:
1

These sections define how many 'quads' (4-sided faces, more later) are in the brick, and what side they relate to. The direction quads will be hidden and not rendered when the entire brick is covered on that side by other solid bricks (areas defined by the COVERAGE section) - faces that are not on the edge of the brick or are tilted should go in omni quads.


TEX:

2x2ramp.blb
Code: [Select]
TEX:TOP
This defines the texture that the particular quad has.

TOP = Brick studs
BOTTOMLOOP = Brick underside texture
BOTTOMEDGE = Brick underside edge texture
SIDE = Brick side texture with shading on each edge
RAMP = Rough 'ramp' surface
PRINT = Print texture, when the brick is 'printed'. Extra fields in the datablock will probably need to be added to let the print brick function.


POSITION

2x2ramp.blb
Code: [Select]
POSITION:
-1 -1 1.5
-1 0 1.5
1 0 1.5
1 -1 1.5

This section defines the four corners of the 'quad' face. If only a triangle shape is needed, set two to be at the same position. The points are connected in clockwise order, determining which side of the face it is visible from. (eg you can't see a brick while inside it)


COLORS
Road Baseplates
Code: [Select]
COLORS:
0.200 0.200 0.200 1.000
0.200 0.200 0.200 1.000
0.200 0.200 0.200 1.000
0.200 0.200 0.200 1.000

This section defines that the face and vertexes should be blended to that colour (RGBA decimal) instead of the paint colour. Examples include window bricks and the 32x road baseplates.


UV COORDS

2x2ramp.blb
Code: [Select]
UV COORDS:
0 0
0 1
-2 1
-2 0

These define which point on the texture to draw from. Each one is a set of two co-ordinates, which match up with the corners under POSITION. 0 is the far left or top of the image. 1 is the far right or bottom of the image. Negative numbers will make the image loop that many times. (For instance, this defines the top of the 2x2 ramp brick, which has two studs drawn in one quad, because it loops twice)



NORMALS

2x2ramp.blb
Code: [Select]
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1

Used for lighting. The three co-ordinates should define a vector of length 1 perpendicular to the surface at that point. If the face being drawn is tilted, you may have to use trigonometry to find the direction for this to point in.
In general, all four of these are the same, but in rounded bricks they can differ, in which case each normal affects points in the same order as in POSITION. Rounded bricks use this to have smooth shading between different vertices on the same quads.



Again, this is only my understanding of the format, and some parts may be inaccurate/wrong. I hope this helps some people trying to create new BLB files, if at least a bit.

From my experience of making them, it takes a long time and will probably go wrong the first time. Check bricks from all angles to ensure they look right and line up correctly with other bricks.

EDIT: Corrections.

3367
General Discussion / Re: ► V10 Bugs
« on: December 20, 2008, 03:23:29 AM »
Detailed process of crash:

- I start Blockland [1] on my computer.
- I open an Internet server from it. I wait until I've spawned.
- I start Blockland [2] on either another computer or the same one.
- Using Blockland [2], I join the internet server on [1].
- As soon as I join the server, Blockland [1] freezes with the 'LAG' sign.
- In Blockland [2], I get the message that "Space Guy has left the game."
- In [1]'s console, the message appears "CDROP [numbers] local".
- This appears to have kicked the host of the server...
- The rest of the console messages appear to be fine - master server updates, chat and other join/leave messages still appear in the console.
- Apart from that, I can walk around an empty Bedroom as if the server was dedicated. (There is no spawned players apart from [2])
- In Blockland [1], I can still use the Console and menus fine. The server is still open.
- When I quit with Blockland [1], the server ends and players are disconnected.
- When I quit with Blockland [2], [1] stays frozen.

3368
General Discussion / Re: V11 Brick physics.
« on: December 19, 2008, 03:27:42 PM »
i have a question about the physics, when the bricks fall apart and hit the ground do they disappear at some point? or do you have to deelete them with a wand/hammer one by one?
The bricks disappear after about ten seconds.

3369
General Discussion / Re: ► V10 Bugs
« on: December 18, 2008, 02:07:41 PM »
Whenever somebody with the same key/BL_ID as me (LAN network attmepting to play or two copies of Blockland on the same computer) joins my Internet server, the host crashes ("LAG") but the server stays up until I 'quit'.

3370
Suggestions & Requests / Re: Incease bullet speed limit
« on: December 18, 2008, 01:52:06 PM »
Ephialtes made a version of the Sniper Rifle that worked by raycasts and instantly hit targets. He hasn't released it, though.

3371
Modification Help / Re: gun mount
« on: December 16, 2008, 03:01:16 PM »
What if it's a hook?

3372
General Discussion / Re: Ubuntu vs Xp
« on: December 16, 2008, 03:00:49 PM »
WINE is not an emulator. Hence the name.

3373
The Mission Editor comes with all versions of Blockland since v9, however it's up to you to figure out how to enable it. If you can't, you probably won't understand the actual editor interface either :cookieMonster:

3374
Suggestions & Requests / Re: Platformer-Style player type
« on: December 16, 2008, 02:58:18 PM »
I tried to make a more efficient version of the 2D Player using the datablock camera settings, but it doesn't let you rotate the camera horizontally - I can place it to your side, but I can't actually make it face you without the v8 method. (Which involved schedules etc. and was slow for more than 2 or 3 players)

3375
Add-Ons / Re: ScaleSpawns
« on: December 16, 2008, 01:09:38 PM »
  • This does not break the tank turret.
Get in a small tank's Turret and go into first person. Your view still messes up...

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