Author Topic: .blb's  (Read 1971 times)

Whats all this:

Code: [Select]
------
------
------
------
------
------
------
------
------
------
------
------
------
--XX--
-XXXX-
-XXXX-
------
------
------
------
------
------

and This:

Code: [Select]
u
X
d

And all the other stuff i tend to see with bricks that arent square do cause i wont to attempt to make a brick as i was just playing with me lego and thought, hey ill have a go at making that.

I don't know much about the files, but I once checked the tree and found something like the thing in the first code. It looked like the tree, so I'm assuming it's a text map out of the brick the script is making.

1st Part (uXd ----XX---- etc)
I think this is to do with where you can place bricks in relation to the brick
u = Above only
X = No brick
d = Below only
- = Nothing there

2nd Part  (COVERAGE: //TBNESW)
How big the colliding area would be as a cube or cuboid (the 3 3 1 part), "Coverage" = vehicle collisions?

3rd Part (TEX:TOP etc)
Drawing textures. TEX:FILENAME = File in base/data/shapes to use
POSITION: Defines four points to stretch the texture between
UV Coords: Something to do with texturing. Never really knew what UV mapping was anyway
Normals: Rotation?

Ahh, i see so the x bit is preventing build through? So all that ASCII type stuff its about the bricks around it.

1st Part (uXd ----XX---- etc)
I think this is to do with where you can place bricks in relation to the brick
u = Above only
X = No Brick
d = Below only
- = Nothing there
...

Also, when you make the brick into a .cs file it needs an extra line in the datablock for 'collisionShapeName' or something. (Try dump();ing a Special brick to check the exact name)

And Rolland, an X does mean that you can place no bricks there.

So take the Xs out and you can build on slopes?

Yeah, take out the x's and you have build through but what about the basic ones.