Author Topic: is there a tutorial on how to make blockland weapons in milkshape3d?  (Read 716 times)

i can't find in depth videos on youtube, is there any other tutorial?

Once you've modeled your weapon, to make it a functional weapon in Blockland, you need to create joints in certain spots and give them specific names

'mountPoint' tells the game where the weapon will be placed, you'll want to put this joint on the handle of the weapon
'muzzlePoint' tells the game where to fire from, position this joint where you want the projectiles to come from
'ejectPoint' tells the game where to eject the bullet shell from, but this requires scripting

To have working shell ejection, you need to create the debris data, like so
Code: [Select]
datablock DebrisData(WEAPONNAMEShellDebris)
{
shapeFile = "./WEAPONNAMEShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};

Then you need to include this in your weapon's 'ShapeBaseImageData' datablock
Code: [Select]
casing = WEAPONNAMEShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;


Tip: The width of the handle of your weapon should be two grid units, this is a mostly accurate size that will make your weapon fit in the Blockhead's hand

You may want to zoom into the grid enough to see the smaller units
« Last Edit: March 31, 2015, 06:29:58 PM by Masterlegodude »

well i'm not making a weapon per se, i've made a model that needs to be static, so basically it's just a prop in your hands. i have a pair of blockhead hands that i'm going to use for the specific angle of the hands, but still, i gotta figure this out. it's very confusing.

If it's just a prop, then you won't need a muzzlePoint or an ejectPoint, only the mountPoint, but getting the positioning correct may take some trial and error

Some tips for general modeling:

  • Export your model using "Torque DTS plus", not normal torque exporter.
  • Make sure that all groups have LODs of 0. This is done by placing a 0 at the end of their name, for example handle would become handle0
  • Also make sure you have proper materials applied to your groups.
  • Make sure you have a box around the model named "Bounds0". This is the ingame collision for the item.
  • To flatshade, press ctrl-a and then go to verterx -> unweld.

Also, for reference, a blockhead's hand is around 3 cubes big.

i'm new to this, so how would i make bevels. lets say i have an ordinary brick-type model, i want the corners to have bevels, how would you do so?


i'm new to this, so how would i make bevels.


Bevels aren't exactly easy in Milkshape 3D, i don't even know how they work

My Remmington has some form of beveling on the green part, but i just used an 8 sided cyinder and modified it a whole bunch