Author Topic: blb format werid  (Read 1927 times)

I made this print brick size 10x 1 x 8 request by Robin Ihoodl.

My first model box below


Then I test it at BL solo. I find this so werid!

I was like... WTF?????
I wrote the script for blb format.
Code: [Select]
10 1 8
SPECIAL

x
x
x
x
x
x
x
d

x
x
x
x
x
x
x
d

1

0 0 0
10 1 6
----------------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:
36

TEX:PRINT
POSITION:
-5.000000 0.500000 24.000000
-5.000000 0.500000 0.000000
5.000000 0.500000 24.000000
-5.000000 0.500000 24.000000
UV COORDS:
0 1
0 0.000000
1 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:PRINT
POSITION:
-5.000000 0.500000 0.000000
5.000000 0.500000 0.000000
5.000000 0.500000 24.000000
-5.000000 0.500000 0.000000
UV COORDS:
0 0
1 0
1 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

TEX:SIDE
POSITION:
5.000000 0.500000 24.000000
5.000000 0.500000 0.000000
5.000000 -0.500000 24.000000
5.000000 0.500000 24.000000
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 0.000000
5.000000 -0.500000 0.000000
5.000000 -0.500000 24.000000
5.000000 0.500000 0.000000
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

TEX:SIDE
POSITION:
5.000000 -0.500000 24.000000
5.000000 -0.500000 0.000000
-5.000000 -0.500000 24.000000
5.000000 -0.500000 24.000000
UV COORDS:
0 1
0 0
1 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:SIDE
POSITION:
5.000000 -0.500000 0.000000
-5.000000 -0.500000 0.000000
-5.000000 -0.500000 24.000000
5.000000 -0.500000 0.000000
UV COORDS:
0 0
1 0
1 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

TEX:SIDE
POSITION:
-5.000000 -0.500000 24.000000
-5.000000 -0.500000 0.000000
-5.000000 0.500000 24.000000
-5.000000 -0.500000 24.000000
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 0.000000
-5.000000 0.500000 0.000000
-5.000000 0.500000 24.000000
-5.000000 -0.500000 0.000000
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

TEX:TOP
POSITION:
-5.000000 -0.500000 24.000000
-5.000000 0.500000 24.000000
5.000000 -0.500000 24.000000
-5.000000 -0.500000 24.000000
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:TOP
POSITION:
-5.000000 0.500000 24.000000
5.000000 0.500000 24.000000
5.000000 -0.500000 24.000000
-5.000000 0.500000 24.000000
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

TEX:BOTTOMLOOP
POSITION:
-5.000000 0.500000 0.000000
-5.000000 -0.500000 0.000000
5.000000 0.500000 0.000000
-5.000000 0.500000 0.000000
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:BOTTOMLOOP
POSITION:
-5.000000 -0.500000 0.000000
5.000000 -0.500000 0.000000
5.000000 0.500000 0.000000
-5.000000 -0.500000 0.000000
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

 

Anyone can help me to explain this???

Why does it need to be a special brick?

If it's just a cubic brick you don't need a model.

Why does it need to be a special brick?
Becuase it for print on the brick

If it's just a cubic brick you don't need a model.

Code: [Select]
datablock fxDTSBrickData(brickprintbigwallData)
{
brickFile = "./PrintBigWall.blb";
category = "Bricks";
subCategory = "Prints";
uiName = "10x Big Wall";
iconName = "Add-ons/Brick_PrintBigWall/BigWall";
        hasPrint = 1;
printAspectRatio = "2x2F";
};
there no dts model in there. I tried put dts in the folder , it not work so i had remove it.


Hello anybody can explain to me?

God dammit we already told you. It's a cuboid brick, you dont need to make a model

God ****** we already told you. It's a cuboid brick, you dont need to make a model
Becuase it for print on the brick

Code: [Select]
datablock fxDTSBrickData(brickprintbigwallData)
{
brickFile = "./PrintBigWall.blb";
category = "Bricks";
subCategory = "Prints";
uiName = "10x Big Wall";
iconName = "Add-ons/Brick_PrintBigWall/BigWall";
        hasPrint = 1;
printAspectRatio = "2x2F";
};
there no dts model in there. I tried put dts in the folder , it not work so i had remove it.

I forget add Col-1 and brick100 on the model, I look arch model inside from DTS. I am going try again it later.

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???
Hey Cubelands, I got your message. Try this, everything should be fixed:

Code: [Select]
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



Hello anybody can explain to me?
You don't need a collision shape since this brick is rectangular, this is handled in this part of the code:
Code: [Select]
//COLLISION
1

0 0 0
10 1 24

For reference, here were some of the issues:

- There was a space before the brick dimensions
Code: [Select]
10 1 8
-The brick build parameters were incorrect, i.e.:
Code: [Select]
x
x
x
x
x
x
x
d

x
x
x
x
x
x
x
d

-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: [Select]
----------------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:

-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!
« Last Edit: April 08, 2012, 12:16:24 PM by [GSF]Ghost »

Hey Cubelands, I got your message. Try this, everything should be fixed:

Code: [Select]
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


You don't need a collision shape since this brick is rectangular, this is handled in this part of the code:
Code: [Select]
//COLLISION
1

0 0 0
10 1 24

For reference, here were some of the issues:

- There was a space before the brick dimensions
Code: [Select]
10 1 8
-The brick build parameters were incorrect, i.e.:
Code: [Select]
x
x
x
x
x
x
x
d

x
x
x
x
x
x
x
d

-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: [Select]
----------------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:

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

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