Blockland Forums > Modification Help

blb format werid

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Cubelands:


--- Quote from: [GSF]Ghost on April 08, 2012, 12:14:11 PM ---Hey Cubelands, I got your message. Try this, everything should be fixed:


--- Code: ---10 1 24
SPECIAL

uuuuuuuuuu
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dddddddddd
//COLLISION
1

0 0 0
10 1 24
COVERAGE: //TBNESW
1 : 10
1 : 10
1 : 240
1 : 24
1 : 240
1 : 24
----------------top quads:
2

TEX:TOP
POSITION:
-5.000000 -0.500000 12.000000
-5.000000 0.500000 12.000000
5.000000 -0.500000 12.000000
-5.000000 -0.500000 12.000000
UV COORDS:
0 1
0 0
10 1
0 1
NORMALS:
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000

TEX:TOP
POSITION:
-5.000000 0.500000 12.000000
5.000000 0.500000 12.000000
5.000000 -0.500000 12.000000
-5.000000 0.500000 12.000000
UV COORDS:
0 0
10 0
10 1
0 0
NORMALS:
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
0.000000 0.000000 1.000000
----------------bottom quads:
4
                
TEX:BOTTOMEDGE
POSITION:
-5.000000 -0.500000 -12.000000
5.000000 -0.500000 -12.000000
4.500000 0.000000 -12.000000
-4.500000 0.000000 -12.000000
UV COORDS:
0 0
10 0
9.5 0.5
0.5 0.5
NORMALS:
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000

TEX:BOTTOMEDGE
POSITION:
-4.500000 0.000000 -12.000000
4.500000 0.000000 -12.000000
5.000000 0.500000 -12.000000
-5.000000 0.500000 -12.000000
UV COORDS:
0.5 0.5
9.5 0.5
10 0
0 0
NORMALS:
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000

TEX:BOTTOMEDGE
POSITION:
-5.000000 -0.500000 -12.000000
-4.500000 0.000000 -12.000000
-4.500000 0.000000 -12.000000
-5.000000 0.500000 -12.000000
UV COORDS:
0 0
0.5 0.5
0.5 0.5
0.5 0
NORMALS:
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000

TEX:BOTTOMEDGE
POSITION:
5.000000 -0.500000 -12.000000
5.000000 0.500000 -12.000000
4.500000 0.000000 -12.000000
4.500000 0.000000 -12.000000
UV COORDS:
0 0
0.5 0
0.5 0.5
0.5 0.5
NORMALS:
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
0.000000 0.000000 -1.000000
----------------north quads:
2

TEX:PRINT
POSITION:
-5.000000 0.500000 12.000000
-5.000000 0.500000 -12.000000
5.000000 0.500000 12.000000
-5.000000 0.500000 12.000000
UV COORDS:
0 -1
0 0
-1 -1
0 -1
NORMALS:
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000

TEX:PRINT
POSITION:
-5.000000 0.500000 -12.000000
5.000000 0.500000 -12.000000
5.000000 0.500000 12.000000
-5.000000 0.500000 -12.000000
UV COORDS:
0 0
-1 0
-1 -1
0 0
NORMALS:
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
0.000000 1.000000 0.000000
----------------east quads:
2

TEX:SIDE
POSITION:
5.000000 0.500000 12.000000
5.000000 0.500000 -12.000000
5.000000 -0.500000 12.000000
5.000000 0.500000 12.000000
UV COORDS:
0 1
0 0
1 1
0 1
NORMALS:
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000

TEX:SIDE
POSITION:
5.000000 0.500000 -12.000000
5.000000 -0.500000 -12.000000
5.000000 -0.500000 12.000000
5.000000 0.500000 -12.000000
UV COORDS:
0 0
1 0
1 1
0 0
NORMALS:
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
1.000000 0.000000 0.000000
----------------south quads:
2

TEX:SIDE
POSITION:
5.000000 -0.500000 12.000000
5.000000 -0.500000 -12.000000
-5.000000 -0.500000 12.000000
5.000000 -0.500000 12.000000
UV COORDS:
0 1
0 0
1 1
0 1
NORMALS:
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000

TEX:SIDE
POSITION:
5.000000 -0.500000 -12.000000
-5.000000 -0.500000 -12.000000
-5.000000 -0.500000 12.000000
5.000000 -0.500000 -12.000000
UV COORDS:
0 0
1 0
1 1
0 0
NORMALS:
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
0.000000 -1.000000 0.000000
----------------west quads:
2

TEX:SIDE
POSITION:
-5.000000 -0.500000 12.000000
-5.000000 -0.500000 -12.000000
-5.000000 0.500000 12.000000
-5.000000 -0.500000 12.000000
UV COORDS:
0 1
0 0
1 1
0 1
NORMALS:
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000

TEX:SIDE
POSITION:
-5.000000 -0.500000 -12.000000
-5.000000 0.500000 -12.000000
-5.000000 0.500000 12.000000
-5.000000 -0.500000 -12.000000
UV COORDS:
0 0
1 0
1 1
0 0
NORMALS:
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
-1.000000 0.000000 0.000000
----------------omni quads:
0

--- End code ---

You don't need a collision shape since this brick is rectangular, this is handled in this part of the code:

--- Code: ---//COLLISION
1

0 0 0
10 1 24
--- End code ---

For reference, here were some of the issues:

- There was a space before the brick dimensions

--- Code: --- 10 1 8
--- End code ---

-The brick build parameters were incorrect, i.e.:

--- Code: ---x
x
x
x
x
x
x
d

x
x
x
x
x
x
x
d
--- End code ---

-The brick is 10x1x8, but you multiply the height by 3 due to the plates for the brick dimensions in the .blb file (10 1 24), which changes the brick building parameters, the coverage areas and the collision dimensions.

-The 6 quad faces were posted twice, with a vertical space under the zero. Also, all faces were under the omni quads, which won't allow them to be hidden when an adjacent face is next to them and meets the exact coverage area.

--- Code: -------------------top quads:
0
----------------bottom quads:
0
----------------north quads:
0
----------------east quads:
0
----------------south quads:
0
----------------west quads:
0
----------------omni quads:
12
COVERAGE: //TBNESW
1 : 8
1 : 8
1 : 2
1 : 4
1 : 2
1 : 4

----------------top quads:
0

----------------bottom quads:
0

----------------north quads:
0

----------------west quads:
0

----------------south quads:
0

----------------east quads:
0

----------------omni quads:
--- End code ---

-The centroid of the brick should be aligned to the intersection of all 3 axises.  Instead of having 24 as the height and 0 for the negative height, use 12 and -12.

-The brick bottom face should be broken into four faces (unless the y-axis is greater than 1, for instance: 10 5 24), and should use the brickBOTTOMEDGE texture (if the y-axis is greater than 1 and you end up with a 5th face, use the brickBOTTOMLOOP for that face).

-There were also other misc. issues, like the top face being stretched, incorrect normals and the print face reversed vertically.


Hope that helps!

--- End quote ---
yes. This guy want 10 wide 8 tall 1 wall with prints. I am going make for him.

Cubelands:

Thank you for help me! I am going lock this.

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