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Messages - Wrapperup

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61
Add-Ons / [Hat] Realistic Face
« on: August 13, 2016, 08:55:30 PM »
Blockland in the third dimension
Is this really what you wished for?





The most realistic model ever seen inside of Blockland.

Type /RemoveSoul to wear (If you dare!!!!!)
(Hatmod not required)


Download
View Model in 3D

62
Creativity / Re: The new and improved 3D model topic!
« on: August 10, 2016, 09:24:52 PM »
I really want to see the rest, can you do a whole creepy third dimension realsitic blockhead?

Sure, I'll try to do it tomorrow.

63
Creativity / Re: The new and improved 3D model topic!
« on: August 10, 2016, 09:08:09 PM »
blockland in the third dimension


coming soon to a playertype near you

im back from the graves

64
As former Blocklander of the Year, I have to make sacrifices and deep devotions to choose who the new king will be.

👍👌DestroyerOfBlocks👍👌

has my easy vote. His striking charm. The sacrifices he makes on children. The memes that he causes.
The clans. The clans he causes.

I would like to thank everyone who supports this young man, and just like Donald Annoying Orange, I wish him the best in his votes.

65
Games / Re: Space Engineers (Atmospheric Thruster Animation, Bug Fixes)
« on: December 22, 2015, 01:42:29 AM »
it looks like the support in the movie is actually hollow and has some sort of elevator inside it? thats pretty cool, i dont know if its possible in the game since i dont play it tho

You couldn't have the inside of the tower thing have an elevator, since the block size is 4x4, but, you could have a vehicle that rides up and down the tower that acts as an elevator of sorts.

This took forever, but its doned.


66
Games / Re: Space Engineers (Atmospheric Thruster Animation, Bug Fixes)
« on: December 21, 2015, 08:38:25 PM »
it does, canonically, have supports
http://i.imgur.com/y649m1B.jpg
http://i.imgur.com/hER6STf.jpg
it's hard to tell exactly how big they should be, though

also you should make the tet. spoilers: [which is what I meant by sally earlier since they're the same thing]
and one of those nuclear generators

man I love oblivion. you know what else I love? prometheus. maybe I will make the prometheus. jk I'm bad at everything. maybe I'll try though

The supports are pretty damn fancy. I'll have to make that happen.

67
Games / Re: Space Engineers (Atmospheric Thruster Animation, Bug Fixes)
« on: December 21, 2015, 11:26:54 AM »
cool pool



and where it is



68
Games / Re: Space Engineers (Atmospheric Thruster Animation, Bug Fixes)
« on: December 20, 2015, 10:54:47 PM »
I made the sky house from that Oblivion movie

(i also made the small ship shameless plug pls)


This picture is slightly outdated, as I made the actual house much higher in the sky (2km off the ground)

Also has an LCD panel which acts as a TV, with a custom program I made that just plays a fancy half circle rotation while pulsing the background color.



69
Games / Re: Space Engineers (Planets)
« on: November 27, 2015, 09:17:39 PM »
I've been 24/7ing SE, the new update really has me hooked again. I even made a large ship. http://imgur.com/a/xUHl5

70
wtf

Well, while its bumped, I guess, darth's comment would be great (support for older maps)

It doesn't really work like that. Making older maps work with this isn't as easy as changing the file extension. The engine used to actually load that, but it obviously was taken out.

If it were that easy, I'd just have made the mod work with every map that ever existed. It's a wonder why we convert the maps  :cookieMonster:!

71
I vote lego!

72
Modification Help / Re: [W.I.P] Kitchen StaticMap
« on: October 22, 2015, 03:51:50 PM »
Problems with the map and how to fix them:

 -Collision being broken

The reason it takes a while to make these maps is because you cannot just duplicate the model and make that the collision. Tork only allows convex collision so raycasting and the likes work (and thus, building and whatever works). You have to make the collision manually.
If collision making was that easy, I would have had Kitchen out the day I announced it.

 - Textures

I'm taking a stab at it and you probably found the kitchen model somewhere on google, which is fine, but it doesn't have any of the UV mappings the original map does. To get the proper model of the kitchen (or any interior), you need:

Torque 3D 1.1 (google also helps here)
The map and the textures for it (named correctly)

Load the interior into Torque 3D, and make sure the textures are visible in the editor, then export as collada. Boom, textures.
This is probably a terrible explananation, but that gives me the incentive to make a tutorial video for making maps.

I'll put my kitchen map in a dropbox link and share it so you could finish it if you want.

EDIT: https://www.dropbox.com/sh/a7me59ysu03wuyi/AAAKpq9BcQStLv5c4DLodgRza?dl=0

73
I know enough Blender to know that it has a layer system, but never knew if things would export properly if you did use it, or if the current DTS exporter was coded enough to export everything properly (considering it's still a WIP and all), but i will look into using Blender

I actually had to learn Blender to do the original bedroom, coming from M3D. No regrets so far.
I'm still using the old DTS exporter, but I haven't used the 2.7x version Port is making.

The console is yelling at me about the overly complex collision mesh, but that's because Torque Constructor doesn't remove any hidden or unnecessary faces when exporting as a .MAP and i just did a quick test by taking the model, and without modifying it, i just merged the mesh groups into 7, absurdly complex, textureless collision groups and tossed it in Blockland :cookieMonster:

The console also yells at the Bedroom map, to a much lesser degree obviously, but would the sheer amount of complex collision mesh cause the model to break the script?

It should still work, not really sure what would cause the group error you had before.

74
-snip-

For collision, as long as it's in Blender, you can have as many as you want, but you have to do it a certain way.

To do that, unless this is already done, 1 layer cannot have > 15 (maybe 16) meshes, so to fix the issue, fill each layer with 15 meshes until you run out. If you run out of layers, you need a new blend file.
Hopefully you know how to change the layers the models are on, as you do model.

as for the ScriptGroup error, link the map.cs and a console.log if possible, thanks.

Good looking map so far!

75
General Discussion / Re: Static Shape's Bedroom Terrain?
« on: September 12, 2015, 11:03:58 PM »
No, I'm not done with Blockland. I haven't been able to think up of any creative projects to do for it.
Also, I don't think I ever said that static maps was dead to you maxx. I haven't even been in the TS for a loong time.

Also, the terrain is probably just some random test I was doing for terrain collisions.

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