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| [Sort of Solved] Packaging a Ramp Brick |
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| EpicFrySauce:
So today, I've been teaching myself how to code ramp bricks (With the help of Space Guy's Brick Reference.) I was able to understand most of how the ramp.blb files work, but I can't seem to get any collision with the ramp. There is also some texture stretching that I don't know how to help. Here's a shot of my ramp brick... And here is the code for the .blb... (skipping the excessively long brick grid part that has nothing to do with my errors.) --- Code: ---1 2 24 SPECIAL 0 COVERAGE: //TBNESW 1 : 1 1 : 2 0 : 34 0 : 68 1 : 34 0 : 68 ----------------top quads: 1 TEX:TOP POSITION: -0.5 -1 12 -0.5 0 12 0.5 0 12 0.5 -1 12 UV COORDS: 0 0 0 1 -1 1 -1 0 NORMALS: 0 0 1 0 0 1 0 0 1 0 0 1 ----------------bottom quads: 4 TEX:BOTTOMEDGE POSITION: -0.5 -1 -12 0.5 -1 -12 0.0 -0.5 -12 0.0 -0.5 -12 UV COORDS: 0.5 0 1.5 0 1 0.5 1 0.5 NORMALS: 0 0 -1 0 0 -1 0 0 -1 0 0 -1 TEX:BOTTOMEDGE POSITION: 0.0 0.5 -12 0.0 0.5 -12 0.5 1 -12 -0.5 1 -12 UV COORDS: 1 0.5 1 0.5 1.5 0 0.5 0 NORMALS: 0 0 -1 0 0 -1 0 0 -1 0 0 -1 TEX:BOTTOMEDGE POSITION: -0 -0.5 -12 -0 0.5 -12 -0.5 1 -12 -0.5 -1 -12 UV COORDS: 0 0.5 1 0.5 1.5 0 -0.5 0 NORMALS: 0 0 -1 0 0 -1 0 0 -1 0 0 -1 TEX:BOTTOMEDGE POSITION: 0.5 -1 -12 0.5 1 -12 0 0.5 -12 0 -0.5 -12 UV COORDS: -0.5 0 1.5 0 1 0.5 0 0.5 NORMALS: 0 0 -1 0 0 -1 0 0 -1 0 0 -1 ----------------north quads: 1 TEX:SIDE POSITION: -0.5 1 -11.333 -0.5 1 -12 0.5 1 -12 0.5 1 -11.333 UV COORDS: 1.02 -0.09 1.02 1.09 -0.02 1.09 -0.02 -0.09 NORMALS: 0 1 0 0 1 0 0 1 0 0 1 0 ----------------east quads: 2 TEX:SIDE POSITION: 0.5 -1 -11.333 0.5 1 -11.333 0.5 1 -12 0.5 -1 -12 UV COORDS: 0 0.833 1 0.833 1 1.006 0 1.006 NORMALS: 1 0 0 1 0 0 1 0 0 1 0 0 TEX:SIDE POSITION: 0.5 -1 -11.333 0.5 -1 12 0.5 0 12 0.5 1 -11.333 UV COORDS: 0 0.833 0 -0.017 1 -0.017 1 0.833 NORMALS: 1 0 0 1 0 0 1 0 0 1 0 0 ----------------south quads: 1 TEX:SIDE POSITION: 0.5 -1 12 0.5 -1 -12 -0.5 -1 -12 -0.5 -1 12 UV COORDS: 1.02 -0.01302 1.02 1.01302 -0.02 1.01302 -0.02 -0.01302 NORMALS: 0 -1 0 0 -1 0 0 -1 0 0 -1 0 ----------------west quads: 2 TEX:SIDE POSITION: -0.5 -1 -12 -0.5 1 -12 -0.5 1 -11.333 -0.5 -1 -11.333 UV COORDS: 1 1.006 0 1.006 0 0.833 1 0.833 NORMALS: -1 0 0 -1 0 0 -1 0 0 -1 0 0 TEX:SIDE POSITION: -0.5 0 12 -0.5 -1 12 -0.5 -1 -11.333 -0.5 1 -11.333 UV COORDS: 0 -0.017 1 -0.017 1 0.833 0 0.833 NORMALS: -1 0 0 -1 0 0 -1 0 0 -1 0 0 ----------------omni quads: 1 TEX:RAMP POSITION: -0.5 0 12 -0.5 1 -11.333 0.5 1 -11.333 0.5 0 12 UV COORDS: 0 0 1.368 0 1.368 1 0 1 NORMALS: 0 0.707107 0.707107 0 0.707107 0.707107 0 0.707107 0.707107 0 0.707107 0.707107 --- End code --- Can anyone help me fix the texture stretching as well as clean up any other flawed bits of code here? Thanks. -EpicFrySauce |
| Amade:
I recall that abnormal collision meshes require a .dts shape for use as a collision mesh. I'm also pretty sure there's not any way around the stretching issue, you see that on some other large bricks. |
| Destiny/Zack0Wack0:
--- Quote from: Amade on November 24, 2011, 12:03:18 AM ---I recall that abnormal collision meshes require a .dts shape for use as a collision mesh. I'm also pretty sure there's not any way around the stretching issue, you see that on some other large bricks. --- End quote --- No, there is. You just need to muck around with the UV coords. |
| EpicFrySauce:
--- Quote from: Amade on November 24, 2011, 12:03:18 AM ---I recall that abnormal collision meshes require a .dts shape for use as a collision mesh. --- End quote --- I'm very familiar with a 3D modelling software called blender, and blender has a .dts exporter, so I've been messing with that the last few hours. Thank you. --- Quote from: Destiny/Zack0Wack0 on November 24, 2011, 02:21:04 AM ---You just need to muck around with the UV coords. --- End quote --- I Guess I just need to experiment more with the .blb then... sigh... |
| Destiny/Zack0Wack0:
--- Quote from: EpicFrySauce on November 24, 2011, 03:03:48 AM ---I Guess I just need to experiment more with the .blb then... sigh... --- End quote --- No amount of experimenting will help you understand UV coords. They drive me insane. It's really hard to explain how they work (and most programs do them automatically) so there's not really that much information on them. Basically, its saying how to stretch the textures, or repeat them, etc. |
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