| Blockland Forums > Modification Help |
| blb format werid |
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| Cubelands:
Hello anybody can explain to me? |
| Treynolds416:
God dammit we already told you. It's a cuboid brick, you dont need to make a model |
| jes00:
--- Quote from: Treynolds416 on April 07, 2012, 03:15:06 PM ---God ****** we already told you. It's a cuboid brick, you dont need to make a model --- End quote --- --- Quote from: Cubelands on April 06, 2012, 11:58:48 AM ---Becuase it for print on the brick --- Code: ---datablock fxDTSBrickData(brickprintbigwallData) { brickFile = "./PrintBigWall.blb"; category = "Bricks"; subCategory = "Prints"; uiName = "10x Big Wall"; iconName = "Add-ons/Brick_PrintBigWall/BigWall"; hasPrint = 1; printAspectRatio = "2x2F"; }; --- End code --- there no dts model in there. I tried put dts in the folder , it not work so i had remove it. --- End quote --- |
| Cubelands:
I forget add Col-1 and brick100 on the model, I look arch model inside from DTS. I am going try again it later. |
| [GSF]Ghost:
--- Quote from: Cubelands on April 06, 2012, 02:16:53 AM ---I made this print brick size 10x 1 x 8 request by Robin Ihoodl. My first model box below -pic- Then I test it at BL solo. I find this so werid! -pic- -pic- -pic- I was like... WTF????? I wrote the script for blb format. -code- Anyone can help me to explain this??? --- End quote --- Hey Cubelands, I got your message. Try this, everything should be fixed: --- Code: ---10 1 24 SPECIAL uuuuuuuuuu xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx xxxxxxxxxx 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 --- --- Quote from: Cubelands on April 07, 2012, 12:05:47 PM ---Hello anybody can explain to me? --- End quote --- 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! |
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