Author Topic: Model Test Utility  (Read 3526 times)

A quick utility I created for one of my friend modellers. Allows you to preview any .dts file in the Blockland directory without scripting it or starting a server, and lets you move the 3D view, hide/show nodes, change node colors, and change ambient lightning.

Might add more features later.
Currently, there is a keybind to open it, or you could just type modelTest(); in console.

"Load" button loads the model specified in the Model input field.
"Hide" and "Show" buttons hide or show the nodes specified in the Node input field.
"Paint" button paints the node specified in the Node input field to the RGBA (divided by 255) color specified in the Color input field.
"Set" button sets the ambient color to the specified in the Ambient input field.

Script_ModelTest.zip (download host: localhostr.com)
« Last Edit: January 30, 2011, 01:03:44 PM by Bauklotz »

Nice, but what about your Gamemode you where making?

Which of my 'many' gamemodes that I am making?

Awsome, very usefull.


lul. I'm currently working on Block Bastion, Raycraft, Borg Infection, Blockilation, etc gamemodes.

Was this for me?

I don't know how to get it to work :c
« Last Edit: January 29, 2011, 11:45:59 PM by indyjones »

Wait, what do you mean by "button"

There isn't a GUI, is there?
Aha there is. Very nice, this was much needed.

Edit2: Where exactly do the files have to be in the directory?
« Last Edit: January 30, 2011, 08:47:00 AM by Treynolds416 »


So it's basically torque show tool pro in BL?
If so, then I won't need to buy it.

So it's basically torque show tool pro in BL?
If so, then I won't need to buy it.
Yep

What? It appears you need to start a server to use this? server.cs, not client.cs?

What? It appears you need to start a server to use this? server.cs, not client.cs?
Yep.

That would make it slightly less helpful to use singularly, but you would be able to show your friends your models in-server.

Maybe both a client and server versions should be made, Flaw

Fixed. Please re-download.

I was accidentally using a server.cs instead of a client.cs. :/