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Topics - Azerath

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46
Off Topic / How Polar Bears Get Their Food
« on: September 19, 2009, 12:29:50 PM »

I just wanted to post this because I thought it was hilarious. This was not made by me.

47
Off Topic / My Lips are Too Big! D: Please Help!
« on: September 17, 2009, 07:05:16 PM »
Ok, so I had some applesauce, and put the container on my face, and I thought the suction part of it was cool, so when I suck in air, the suction gets tighter. When I took it off, my lips were really big. Will they eventually size down to normal? D;

48
Creativity / The Spy Makes The Medic Angry
« on: September 09, 2009, 10:05:09 PM »
http://www.youtube.com/watch?v=vPj4BNUncP0
My first attempt at lip movements in a video, plus stop motion.

49
Creativity / Tiny Sentry Buildup Animation
« on: August 24, 2009, 03:47:24 PM »

Just a tiny little emote I made. It took quite a while to make. :)

50
Modification Help / Emitter on Vehicle Not Showing Up.
« on: August 18, 2009, 12:38:21 AM »
So I'm trying to make a smoke effect from a muffler, so I took the script from the stunt plane, and chopped off the bits I needed for it, but when I tested it to make sure it shows up, it doesn't.
I use this:
Code: [Select]
datablock ParticleData(GoKartParticle)
{
   dragCoefficient      = 0;
   windCoefficient     = 0;
   gravityCoefficient   = 0;
   inheritedVelFactor   = 0.0;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 0;
   textureName          = "base/data/particles/cloud";
   colors[0]     = "1 1 1 1";
   colors[1]     = "0.2 0.2 1 0";
   sizes[0]      = 0.1;
   sizes[1]      = 0.05;
};

datablock ParticleEmitterData(GoKartEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ShoppingGoKartParticle";
};

datablock ShapeBaseImageData(GoKartImage1)
{
   shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 3;
   rotation = "1 0 0 -90";

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;

stateName[1] = "FireA";
stateEmitter[1] = contrailEmitter;
stateEmitterTime[1] = 10000;

};
datablock ShapeBaseImageData(GoKartImage2)
{
    shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = 4;
    rotation = "1 0 0 -90";

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;

stateName[1] = "FireA";
stateEmitter[1] = contrailEmitter;
stateEmitterTime[1] = 10000;

};
It's in a separate script, but I have it so it's executed. What am I doing wrong?
Don't worry, it's not really a go kart. I just needed to hide the real name.

51
Modification Help / BL Crashes When Testing Vehicle
« on: August 17, 2009, 11:06:23 PM »
I'm having trouble with a new vehicle, and it crashes BL whenever I try to spawn it. I think it's the bounding box. I've tried calling it Bounds0 and Collision-1, but it still crashes. How do I fix this?

52
Modification Help / Set Damage or Damage Percentile?
« on: August 09, 2009, 10:01:33 PM »
I need to find out what I need to put in my script as a function to change the percent of damage the projectile does.
I'm trying to get it so if it winds up in a different state, it does different damage.
Can someone possible make me a simple function to set the damage percent?

53
Add-Ons / TF2 Pistol -Update-
« on: August 09, 2009, 01:18:04 PM »
Yep. The little pip-squeak sized pistol that does little damage, but can be effective at long ranges.
It has a fire animation that is hard to see unless you slow down time.
Custom sounds, icon, and CI.

Download.

54
Add-Ons / FacePunch...er. -Update-
« on: August 08, 2009, 07:01:16 PM »
The FacePuncher.

Use it to punch your enemy's face.
It has custom animations, and the Facepunch logo as a pressure gauge.

The FacePuncher uses 6 canisters filled with CO2, that pushes the fist at a high velocity when released, making the victim launch a good ways away.

Download.
Update: Switch Fist to the right one.

55
Faces, Decals, Prints / Samurai Face
« on: August 08, 2009, 01:27:30 PM »
Sorry if this has already been done.

Just download the zip file and put it in your add-ons folder.
http://www.mediafire.com/?jmjxmdgjwm5

Any comments about him looking like he has to take a crap will make be ignored.

56
How to Make Weapons for Blockland.
You might want to turn back now because making one takes a lot of dedication and work. You will have to be patient, and smart enough to handle, and do what is in the tutorial.

Still want to?

Alright, fine. But first, the tutorial only tells about guns that shoot bullet(Like the gun), things you throw (Like the spear), or things you hit stuff with (Like the sword).

Modeling, or Importing.

Depending on what your making, you should start from either scripting first, or making the model.
I always make the model first.
First off, get a program called Milkshape 3D.
Go here, and download the first one on the list:
http://chumbalum.swissquake.ch/ms3d/download.html

Why Milkshape? Why not other programs like Blender or 3DS Max?
Well...

-Easy for beginners to get used to, but can also be advanced.
-Can export to DTS without having to download an exporter.

Install it, and get ready to model, or import.
It may look confusing, but I will tell you what you need to do to get through it.
If you're importing, you've got it easy.

Importing.
First off, open it up and go to import. Find the file type the model is, and click on that. If you can not find the file type, then you might as well just make the model.



Find your model, wherever it is, and import it.



It may be upside down, like so, but you can fix that by using the rotation tool.



Since all the windows are wire frame except the 3D view, you have to use a certain one to get it back to normal. Select the tool, and on the window where you can see the front and back of the model, click and drag there to make it rotate. To rotate my Glock, I rotated it from the Top Right window.

People who are importing stuff, look ahead to find out how to add joints, and make it the right size.

Modeling.
First, open Milkshape and then go the file, then click new.



This will ensure that the size of the grid is right.
Make sure all the grids are this size to start out with:



Since I'm now really teaching you to model, I will just tell you the basics.
The program splits up the 4 windows into different view to work on, so you can modify your model more easily. Like so.



You can use different tools to make different things. The cylinder tool makes a cylinder, an you can change how round it is. You can make spheres, and boxes. Get used to making models in this program, then go for the best one you can of what your making. Look up modeling tutorials if needed.

I'll wait for you. This page will still be here.

Ok, you've made your model. Now, rotate it so the barrel, or front of the model is facing in the direction the following arrows are pointing. If you are making a sword, make sure it stands straight up. Same for throwing objects.



Select the joint tool, and then click on the spot where the player holds the weapon. The size of the joint is the size of the player's hand. 2x2 grid squares is the size where the player grips. After that, use the select tool and click anywhere on the grid, so the joint turns blue. Select the joint tool again, and put it where the gun shoots. If you made a sword, put it where it would hit you. And if you make a throwing object, put it where it throws from.



Go to the joint tab, and click on the first joint (Where the player holds it). In the little box bellow it, type in mountPoint, with the exact same spelling and capitalization. Then click rename. Rename the other joint (Where it shoots from) to muzzlePoint.




Now, use the selection tool, and make it select faces. Drag it around the whole model, until the whole thing is red.





If "Auto-Smooth" isn't checked in the groups tab, then check it.



Do the following.



Check off auto-smooth.



Do the following.





Before exporting, make sure all of the names of groups have no numbers at the end.
Now to export. Go to file, export, then "Torque DTS Plus"



Look in the following box, and if any "LOD" numbers are not Zero, click on it, press edit, then change it. Make sure only the following is checked off.



Click export DTS, then name your file anything.



Make sure to save just in case!

Scripting and packaging.
I'm going to make this very easy for you. I have made templates for each type, so you don't have to script at all.
If you are making a gun, download this:
http://www.mediafire.com/download.php?yyytykad4mj
If you are making a Machine Gun, download this:
http://www.mediafire.com/?j5qmizmyen0
If you are are making a weapon you hit people with, download this:
http://www.mediafire.com/download.php?km4mzmmeuzl
If you are downloading a thrown weapon, download this:
http://www.mediafire.com/download.php?nwggmjqyxeq

Rename the "Example____" to Example[your weapon's model name]
Then open it up and open server.cs. If it asks you what to open it with, use Notepad.



Press Ctrl + H, or, do the following.



Take the part that is highlighted, and paste it in the "Find what" box. Then, put the name of your model in the "Replace with" box. Then click replace all.



Then, save it.



If it asks you this, just press yes.



Open the "description.txt" file, and the "namecheck.txt" file.
In the description file, put the name of your weapon next to the title, your name next to the author, and just add a small description of what it is. One sentence. In the namecheck file, rename it to what the zip file is named.



Change the names of the following files to the name of your gun's model.




Put your model, and the materials you used into the zip file.
Then, find the Blockland file, then find the Add-ons folder. Put the zip file in the add-ons folder.
Open Blockland, start a new game, click the add-ons button, and check it off, then start the game.
If it works, hurray for you. If it doesn't look over the tutorial for any mistakes you may have made. If it still doesn't work, comment here, and give me as much info as you can.

If you needed this tutorial, it's probably your first add-on, so don't release it under any circumstances. If you continue to make add-ons, great. If you want to release it, ask others if it is good. Don't just ask your friends, ask people who do make add-ons, and know the quality. If you release a bad add-on, not only will you be wasting space, you'll also be flamed, made fun of, and shunned for it.

If I am unclear of anything, I apologize. Please comment if you need help.
Do not message me, because I cannot reply to them.

Have fun.

57
Modification Help / Flat-Shading Not Working. (MS3D)
« on: August 02, 2009, 02:49:48 PM »
I have started another weapon, but I'm having flat shading problems. I use a basic method. Select all with the face selection tool, unweld vertex, uncheck auto smooth, weld vertexes together, then do tile texture mapper to planar, then export. But, when I do, some of the model turns black, but some parts of the model (Which all have the same texture) turn gray instead. The shading in-game looks terrible. It has too much shadow, and some of the curves are hardly visible.
How do I fix this?

58
Creativity / Old Snake-Headed Man Run Over by a Wheel. [Lots of Blood]
« on: August 02, 2009, 02:39:11 PM »

I went over to my Uncle's place to help with repairing a statue, but it got boring, so I made this, and put some blood on it.
It started out as a desire to make a finger puppet, then make a mold of it, so it was going to be a dragon creature thing, but when I made the face, it turned out like that. I put some arms on it, and it was like a snake with arms. I had him on the wooden handle of a tool, so I cut down the middle to get him off, and it looked like he was ripped open, so I made it into what it is now.
I would have put more blood on, but I didn't want to use all of my Uncle's stuff.

If you can't tell what's on his face, I will explain.
He has two fangs, a cigar, a mustache, and one curly hair on his head. He has eyebrows that are just stuck on his eyes.

Enjoy.

59
Creativity / TF2 Awesome Faces
« on: July 06, 2009, 02:08:31 PM »
I'm not done with all of the classes, but this is what I made so far.
Sniper:

Scout:

Medic:

Engineer:

Spy:

60
Add-Ons / F.R.O.G. - Dead Version ; UPDATE: New Link
« on: May 29, 2009, 09:00:26 AM »
Why is this dead? Because I was working on it, and the file that I have uploaded to mediafire is the only copy of it left alive. I don't have the model, or what it's current state is. I know it works, but is just a little weird. My computer was killed while I was still working out some ways to make it better. You might not be pleased, and I'm only releasing this for those who got to test it, and who liked it. The following pictures are the only ones I have, and until I get my computer back, I can't do a thing to it. I can't even edit the script because I am not allowed to download things onto the computer I am using.
So I don't care if you like it, because I can't do a damn thing to it.

More recent image.

Old image before spotlight add-on.


F.R.O.G. stands for "Find and Retrieve the Objective Goal". It's a gigantic exploration vehicle with 9 seats, because it wouldn't let me use more than that. It is fast, it can drive through water, and it has ok suspension.

Download.

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