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Messages - Tophius

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61
Modification Help / Re: [TOOL] Blender .blb Export Script [v1.1]
« on: May 27, 2013, 02:54:46 PM »
Hello.
May I ask, how could you determine the correct stretching etc. of the UV for bricks?
Also what are you supposed to name things?

Import some of the default brick textures (make them non-trans first) into the UV/Image editor, so you can use them to set the UV Coords right - they won't affect the actual textures applied to the brick in-game.

The documentation contains everything you should need to know about naming things and more, but in case you happen to miss it:

Object names:
  • starts with "col" - collision box (if child of brick)
  • "bounds" - bounding box (if child of brick)

Material names:
“TOP", "BOTTOMEDGE", "BOTTOMLOOP", "SIDE", "RAMP", "PRINT” - self explanatory

There are also names you can give your object's VCol layers but you should read the bit under "Colours" in the doc for those.

62
Modification Help / Re: [TOOL] Blender .blb Export Script [v1.1]
« on: May 26, 2013, 02:42:19 PM »
Update: v1.1 now available in the OP.

Changes:
  • UVs for faces with the "TOP" texture assigned are now automatically set to align with the brick grid, and rotate properly with the brick.
  • Cleaned up bugs and console spam



I'm working on .49 because I'm working with python 2. This was a little project I took on when I decided I wanted to have a go at learning Python. I found it was much easier to find resources for Python 2, so I stuck with Python 2. You probably already have .49 anyway, if you work with Blockland.

I could look into porting it over in the future, but I don't really consider that hugely important.

63
Modification Help / [TOOL] Blender .blb Export Script [v1.1]
« on: May 25, 2013, 05:16:19 PM »
Blender .blb Exporter
Written in Python 2.6

v1.1 for Blender 2.49b

Script that exports your scene in Blender as a (mostly) complete .blb file. Positions, UV coords, colours and normals are all fully supported. Just plop the script into your Blender 2.49b scripts folder.

Get the most recent version here!
Read the documentation!

Features:
  • Allows you to define custom collision(s), bounds, vertex colours, uv coords and textures
  • Bricks are exported per-object, so you can export multiple bricks at once
  • Generates workable (albeit poorly optimized) placement grid and coverage, also sorts quads
  • Bounding box and face count limitations (its a feature!)
  • "TOP" texture UVs automatically aligned to the grid, and are set up so that they rotate properly in-game

To do:
  • Optimize placement grid generation
  • Optimize coverage generation
  • Optimize quad sorting
  • Write GUI and allow room for more options

You should optimize the brick manually before you release anything made using this exporter!
It handles actual mesh data fine, but stuff like coverage needs some manual work. The good news is, as long as you're not making huge bricks, this is a piece of cake.

As the first release, you should expect bugs. Please inform me if you come across any ASAP.

64
Creativity / Re: The new and improved 3D model topic!
« on: May 18, 2013, 08:44:52 PM »
Simplified the truck a bit - I felt I was going a little overboard anyway:



Better / worse? What about tires? Here's another pic with a different set of tires I made:


Are the exhausts a bit too much? Should I change it up with some lighter coloured particles?

Any other suggestions are fine, too.

65
Creativity / Re: The new and improved 3D model topic!
« on: May 17, 2013, 08:13:58 PM »





I've been messing around with some modest uses of *gasp* textures (besides the flames). Can you tell? Here's a close-up of the front.

yay or nay?

66
Creativity / Re: The new and improved 3D model topic!
« on: May 16, 2013, 01:13:14 PM »
Oh, I love that Ford Pickup! I've been meaning to make one, but never actually got around it. Can you make one version without the rollcage and with dog dish hubcaps?
For sure! I was thinking of having a standard version since it seemed to be coming along pretty nicely.

-
This sure is the best front I made yet.
Now that's looking real nice.

67
Creativity / Re: The new and improved 3D model topic!
« on: May 16, 2013, 10:26:47 AM »
Well I'm not allowed to use my own computer yet but thankfuly I still can model on other computers, I am modelling one of the cars from my Rally Cars Pack, this is still very WIP but I'm getting really proud of how it's going so far

Feel free to guess what is it, also I prefer to model one side first and then duplicate it to the other side for perfectness, I don't know if you guys do that
Cool. I'm liking the curved look so far! And yeah - I use blender's mirror modifier, which is basically the same thing except in real-time.




???

68
Modification Help / Re: Odd model lighting
« on: May 14, 2013, 03:13:59 PM »
Update: looks like this is entirely affected by the model's scale. If I double the model's size, the issue is made worse by a huge factor (I'm talking the entire vehicle glows). If I halve it, the problem is gone completely. Doing this either through the exporter or within blender itself seems to produce the same effect, and again, applying scale to ObData does nothing. Unfortunately though, making the car smaller is obviously not a possibility for me, so I'm still stumped!

EDIT: Fixed! Turns out this is caused be scaling too generously in object mode (what isn't?). To fix it, I scaled everything down in object mode first, then went into edit mode and scaled each object back up individually. Not sure whether the old "add a cube, join the meshes and delete cube" method would have worked though.

Well, thanks for the help anyway!

69
Creativity / Re: The new and improved 3D model topic!
« on: May 14, 2013, 02:44:09 PM »
There are some instances where the wheels are quite a bit removed from the top of the arch, like so; http://skyjacker.com/images/real_rides/image1/2377.jpg

It's not really that heavily based on the more modern Suburbans which look to have the wheels a little more in. I rather liked the look of it, though I might have overdone it a little. I'll see about playing about with it.

70
Creativity / Re: The new and improved 3D model topic!
« on: May 14, 2013, 02:20:58 PM »
That's a Chevy Suburban?

Yes!


Gotta do interior, and add boot and bonnet interactivity.

71
Modification Help / Re: Odd model lighting
« on: May 14, 2013, 10:36:38 AM »
I did exactly what you said, still getting the weird lighting. Strangely enough it only appears when the object is at certain angles, irrespective to the viewer's or the sun's position.



Have you tried picking it up (assuming it's an item in your screen) and moving around?

72
Modification Help / Re: Odd model lighting
« on: May 14, 2013, 09:48:46 AM »
Sent ya a PM.

73
Creativity / Re: The new and improved 3D model topic!
« on: May 13, 2013, 07:19:54 PM »
Something slightly more modern now (guess the car!)


Also, couldn't resist playing about with a render;

74
Modification Help / Odd model lighting
« on: May 13, 2013, 02:53:51 PM »
Hi all. I appear to be having a problem with my model in game. Nothing I've tried so far has worked in alleviating the issue. Doubled sided faces are disabled. I have recalculated normals many times, and then checked them myself. I have applied "Scale and Rotation to Obdata" many times as well. There's nothing strange in the material settings for the exporter.




This only occurs when shaders are enabled. It might look like an issue with the model's normals but it acts much like a shadow being cast on the model. Other players are able to see this as well. Any help is appreciated!

Oh, in case it wasn't too obvious, the problem is the bright patches on the model.

75
Creativity / Re: The new and improved 3D model topic!
« on: May 12, 2013, 08:20:17 AM »
Interactivity done!


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