Author Topic: [Tutorial] Making a Weapon for Retail Blockland  (Read 55146 times)

This tutorial is kinda confusing
Sorry, i'll fix it, one day


Here's a tutorial i made that took me quite some time, hope you understand it, i can't do a Vehicle making tutorial, cause its kinda confusing, same with scripting, but i'll give you the basics, but here's how to model n' all

Step 1, click to view

Step 2, click to view

Step 3, click to view

Step 4, click to view

Step 5, click to view

Step 6, click to view

Step 7, click to view

Step 8, click to view

Step 9, click to view

Step 10, click to view

Step 11, click to view


Then go to Files then Export then choose Torque Game Engine DTS and hit OK, and export it to C:/Program Files/Blockland/Add-Ons/Shapes

You can also use Torque DTS Pus, but you must make the LOD numbers the same, make the numbers either 100, or 50, i don't know what 0 will do, you can edit the LODs by highlighting a group that's in the list and hit Edit, and uncheck Generate .cs file, Output dump file, and Export animation, only uncheck that last one if your model has no animation and click Export DTS... No i won't explain animating, cause that is too confusing for me to do

I'll make an example .cs and you can download and use, all you gotta do it replace <YOURWEAPONNAME> with your weapon's name by hitting Ctrl H and type in Find What <YOURWEAPONNAME>, then save your weapon to C:/Program Files/Blockland/Add-Ons

Install Weapon_ExampleGun.cs to your desktop, do the same for Weapon_ExampleThrownWeapon.cs, and Weapon_ExampleMelee.cs

Weapon_ExampleGun.cs will be, of course, a gun type of weapon
http://www.mediafire.com/?4num9zabh5h

Weapon_ExampleThrownWeapon.cs, will be a spear type of weapon, it'll be thrown like a spear
http://www.mediafire.com/?71mjxn3sebz

Weapon_ExampleMelee.cs will be a sword type of weapon, it'll do that melee animation when used
http://www.mediafire.com/?6zb0bpj2mdv

Well, i hope ya'll can understand this, i tried my best...


Here's Trader's flatshading tutorial, fixed up some
Quote
1. Create your model.

2. Assign all parts of your model to a material.

     Multiple materials can be used, resulting in multiple shades:

          Full Color = blank.png
          75% Color / 25% Black = black25.png
          50% Color / 50% Black = black50.png
          50% Color / 50% White = whiteCheck.png
          25% Color / 75% Black = black75.png

3. Select all faces that you want to be flat-shaded.

4. Click the 'Vertex' menu and choose 'Unweld'.

5. Under the 'Groups' tab, uncheck 'Auto Smooth'.

6. Click the 'Vertex' menu and choose 'Weld Together'.

7. Click the 'Tools' menu and choose 'Tile texture mapper..'.

8. In the 'Tile texture mapper settings' window, just leave the default settings and click 'OK'.

9. Click the 'File' menu and choose 'Export' and then choose 'Torque DTS Plus...'.

9.1. Click a name in the Meshes box and hit Edit, then change the LOD number to 100 and hit OK

10. In the 'Torque DTSPlus Exporter' window, uncheck the following:

     'Generate .cs file'
     'Output dump file'
     'Export Animations' (Unless your model uses animation.)

11. In the 'Torque DTSPlus Exporter' window, click 'Apply' and then click 'Export DTS'.

12. In the save dialog, choose your filename and save location and click 'Save'.

13. In the .cs file for your item, modify the following properties to match your desired effect:

     doColorShift (true or false)
     colorShiftColor (Red / 255   Green / 255   Blue / 255   Alpha / 255)


That should be all there is to it.  I made several models with this technique and it worked for all of them.  Let me know if you have any questions about or problems with flat-shading that aren't answered or solved by this tutorial.
« Last Edit: June 06, 2010, 05:44:12 PM by Badspot »

modle=model
Aslo, you want the mountPoint slightly lower in your shape :P
« Last Edit: June 28, 2007, 05:36:50 PM by (MoA) Shaun »

you shouldn't use that many stacks on a cylinder if you don't need them



see, the one on the right has 1 stack and will look just the same and have 1/6 the polys as the one on the left which has 6 stacks.  So it will be a smaller file size and lag less. 

is it basically the same procedure in Maya?

« Last Edit: July 08, 2007, 04:20:21 PM by ladios »

hey man thanx that was a great tutorial 2 questions 1.you kno the joint thing well when i do joint it only makes this small cirlcle cot the big circle thing 2. i did my wep and everything its good and stuff but i enable it in addons and stuff then i got my server i look for it to spawn no there. yeah it would be great if you can help thanx -eat

yeah the model sux butt but it my first wep =D                       http://www.zshare.net/download/262137011f33fb/
http://www.zshare.net/download/26213792d8f370/ if you fix it  :cookie: for you

also tell me what wrong with it please so i dont do this mistake again =P

Hmm, after executing the weapon, it gave me a error

"Add-Ons/Weapon_KewlWep.cs (0): preload failed for kewlwepItem: ShapeBaseData: Couldn't load shape "Add-Ons/shapes/kewlwep.dts".
Add-Ons/Weapon_KewlWep.cs (0): preload failed for kewlwepImage: Unable to load shape: Add-Ons/shapes/kewlwep.dts.
"

Did you use Milkshape 3D for the model? If so, can you post the .ms3d file?


Okay, i've fixed up the model so its not too big, it fits perfectly in the player's hand, it faces the right way, and it works

Extract it to the Blockland folder, and when starting a server, hit the Add-Ons button and check Weapon_KewlWep
add-ons.zip - 0.00MB

But here's a tip, never release this, its not really cool, its very basic, people will flame you for "making a horrible model", i think they'd say that too, no offense though, its your first model, but thats how people on the internet are though

how small you need o amkeit?

and i thought purple was right way

dang man how do you do thiss stuff i jsut made another one and i think it to big.

You gotta have the front of the gun face in the same direction as the purple line, and when you zoom into MS3D's grid, you'll see smaller grid squares, to get a model to fit into the player's hand, its gotta be 2 tiny grid squares, there are 3 grid square sizes, normal, small, and tiny, don't mess with the grid size in the preferences, otherwise, you'll be very confused :P