Author Topic: [Tutorial] Making a Weapon for Retail Blockland  (Read 55587 times)

Awesome tutorial, could you possibly post on how to make joints though?
It never works for me, never actually makes the joint.

Oh also, Sorry for double post.
Is the bounding box or collision box or whatever automatically made for the models?


One more question (God dammit can you please put the edit button back in?)
Which axis would the purple line be?



To duplicate, just select a part, the whole model, or a group of the model (by double clicking a group in the Groups tab) and go to Edit and hit Duplicate Selection or w/e it is

Alright cool, just a few more question, and my vehicle will be ready  :cookieMonster:
I need a name of all the joints for the vehicles please, I know there is hub0, hub1, hub2 and hub3, but I don't know which wheel goes where.
Also, what's the place where a player is sitting called?
One last thing, which axis is the purple line?
(y,x,z?)

Thanks a whole lot.
:D

I'll take a wild guess since i dunno, the purple line is X

hub0, front left wheel, hub1, front right wheel, hub2, back left wheel, and hub3, back right wheel, and mount0 is the name of the joint where the driver will be, mount# (any number (going in numerical order) except 0 since that's the driver)  will be where a passenger will go

Hey, I just learne a whole lot from your post, it's very good in my opinion. (I think the pictures did the trick for me.)
My only problem was with the .cs file. I used the Weapon_Gun.cs script. I didn't realize for awhile that I had to change the pistol model to my file name.

I dont get how to do the purple line ? If it is easy dont be mean i am a newbie.

can i have a link to where i can download the milkshape you use?

Search google for Milkshape 1.8.1a

The Wii can't copy and paste


i dont understand all four screens, can you explain them and can you give me something simple to make so i can get used to this stuff?

can anyone else help because hes not answering me?

The 4 windows are different views of the same model.

Typically you have a front view (top left window), a right side view (right, top window) and a birds-eye view (bottom left view).

These are customisable in milkshape from pull down windows.

Why are they there?

Good question. When make a model, typically you have to use all or some of the viewports for selecting vertices (those dots) and for moving them.

I often find that when working on a complex model, it may be impossible to select a certain vertex from the top view...but the right side view makes it easy.

Also note that what viewport you use detirmines how you can move a vertex. So, if you use the birds-eye view, you won't be able to move the vertex along the z axis.

The last and most important viewport is the 3D one. This allows you to see the mesh (another word for 3D model) as it should appear in the game. I find switching this viewport to mesh mode makes selecting vertices easier. Flat shaded mode makes moving vertices easier to see and textured mode if good for texture allignment

ok so what about the grid, like do i have to make the handle of the weapon a certain number of squares or something?