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Messages - Wrapperup

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31
Games / Re: Super Smash Bros. Ultimate
« on: June 14, 2018, 04:53:20 PM »
hey wanna see zero straight up use a wavedash to retreat in the middle of a dash

https://youtu.be/nbETnQkO9W4?t=5m44s
at 5:44

this was in grand finals
wavedashing might have lag now, but it can still be used for faking people out

also here's a fox demonstrating platform wavelanding, which could be used for cool as forget combos
https://youtu.be/_5BQA0LAOpA?t=25s
at 0:25

we got melee tech in smash 5 boys

First clip wasn't a wavedash, that was just rolling.

All of the melee players say that while they are there, they haven't found wavedashing very useful due to the landing lag.
Wave land might be useful, but its very laggy aswell.

Only time will tell, but I hope they improve that. They seem willing to listen to competitive players this time around.

Kinda hope they will :cookieMonster:

32
thats pretty neat :cookie:

33
Games / Re: Fortnite: Similar to Blockland salvage/fortwars
« on: March 24, 2018, 05:16:55 PM »






I got 47 wins in total. Totally not bragging here guys.

Had a game where I clutched a duo game where my friend died early, had 15 kills. Wish I recorded it tho, it was crazy

34
Games / Re: Fortnite: Similar to Blockland salvage/fortwars
« on: March 22, 2018, 09:09:34 AM »
that's neat, but were you sniping his stream?

No, I had no idea it was him until I killed him. I was loving ecstatic when I realized it lmao.

35
Games / Re: Fortnite: Similar to Blockland salvage/fortwars
« on: March 21, 2018, 05:21:59 PM »
Guys, I don't know how to put this but, I actually loving killed Ninja in fortnite, and I got a clip of it.
I'm the flying monkey shotgun guy that launches towards him. IGN name is Wrapperup of course.

https://www.twitch.tv/videos/241289787?t=2h17m45s

This stuff is so insane.

36
General Discussion / Re: older blockland user check-in.
« on: January 10, 2018, 12:29:03 PM »
certified hood classic

put me on the list so I can be certified cool

37
Games / Re: Blockhead player model for VRchat
« on: January 07, 2018, 08:40:15 PM »
wait how do I add the accents like the backpack, shoulder pads, etc.? I've been wondering how to do that
I was also wondering how to add a face and decal to the blockhead

You have to make a custom model with the accessories (which you can easily do by importing the blockhead m.dts into blender or whatever modelling software), since it's not possible to add customization to a specific avatar. Maybe wait until someone releases a working blockhead rig first before doing it.

38
General Discussion / Re: older blockland user check-in.
« on: January 07, 2018, 03:19:45 PM »
damn that sucks. i was gonna ask how if you did cause I'm trying it too. it's all good though cause i actually managed to get mine to work. (the pose is kinda silly though)


I just never bothered to fix it because I thought it was quite beautiful. I'm gonna make a doug dimmadome model for it next lol.

Also, I have a headset and the model breaks even more with it, which is just great.

39
General Discussion / Re: older blockland user check-in.
« on: January 07, 2018, 12:31:17 PM »
did you get that vrchat rig working

no

40
General Discussion / Re: older blockland user check-in.
« on: January 06, 2018, 04:22:59 PM »
hi, no I don't play blockland anymore.

41

42
Add-Ons / Re: [Map] Kitchen
« on: June 05, 2017, 12:23:41 PM »
Wait, so if I use something like Sketchup to create the map, export that to a .DAE,

then import the DAE into Torque as an interior then export that into blender and create the collisions.

Would that work?
Thats a really bad way to do it. Just export it from Sketchup and load that into Blender. You only use Torque3D if you want to convert an interior file into a more well known format (DAE)

Just follow this:
Make map in Sketchup > Export as DAE > Import in Blender

43
Add-Ons / Re: [Map] Kitchen
« on: June 05, 2017, 12:20:12 PM »
You may need to run the .dae through MAYA as well, to get textures to work correctly.  For this project, it was necessary.

I haven't had a problem like that, as long as I could see the textures in the editor, they exported correctly. The DAE usually wouldn't load in blender so you have to do some text editing on the DAE file to make it load (Because it didn't like the library_effects).
Maybe it has to do with the T3D version?

//This fix broke textures when I did it.

It'll break textures in blender (Which you can fix if you re-apply it correctly in Blender) but even then, as long as the materials are applied correctly to the mesh, it will show up correctly ingame.
As long as you have these



It should be fine.

44
Add-Ons / Re: [Map] Kitchen
« on: June 03, 2017, 10:17:34 AM »
How did you make this?

It's a long and complicated process that takes many hours, but heres a rundown:

1. First you download Blender and T3D v1.1 (Must be this version)
Blender because I believe it has the best capabilities for making collisions in maps, but you can try using another modelling program of your choice

   Torque 3D v1.1 (For converting interiors to DAE)
   • https://github.com/GarageGames/Torque3D/tree/v1.1

   Blender (For Modelling obviously)
   • https://www.blender.org/download/

   DTS Exporter ( Blender Plugin / Credits: Port)
   • https://github.com/portify/io_scene_dts

2. Convert Interior of your choice to DAE using T3D v1.1 (Heres a guide to potentially fix your DAE file if it won't import into Blender)

3. Model collisions in Blender. this is where most maps come to die because it's quite ridiculous
I condense the collisions into only a few DTS files, Tendon uses many DTS files with little collisions because it works better with vehicles or something like that
Collisions are named Col-X where X is an incremential number (Eg. Col-1, Col-2 ect..)

4. Export to DTS using Port's DTS Exporter (Or your prefered method)

5. Define all the DTS as datablocks

6. Make a script to load it as a StaticShape or TSStatic (I find StaticShape better because it works with shaders)

7. Hope that you didn't miss any collisions, then congratulations you made a map.

99% of your time will be spent on step 3.


I'm working on a video tutorial that makes all these points, but in more detail.
ps. I'm working on an update for static maps that loads map using the custom gamemode interface instead of the environment ui to save datablock usage


45
Add-Ons / Re: ߷ [Weapon + Prop] Fidget Spinner [Fixed] ߷
« on: May 30, 2017, 09:26:48 PM »
Did you just steal a high poly model off the internet?

No, I made it.

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