Blockland Forums > Modification Help
Invisible uncollidable custom brick
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zmaster:
So it seems that the brick bounds work (so I can build on it)
But the brick doesn't seem to be rendered or collidable.

Folder outline:

brick_tmp
|- 65degWedgeRamp.blb
|- 65degWedgeRamp.dts
|- description.txt
|- namecheck.txt
|- server.cs

65degWedgeRamp.blb code:

--- Code: ---2 1 6
SPECIAL

uu
XX
XX
XX
XX
Xd

uu
XX
XX
XX
XX
XX

0

0 0 0
2 2 6

COVERAGE:
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
----------------top quads:
0
----------------bottom quads:
0
----------------north quads:
0
----------------east quads:
0
----------------south quads:
0
----------------west quads:
0
----------------omni quads:
12

TEX:SIDE
POSITION:
1 0 -0
1 1.9 2.5
1 2 2.5
1 2 0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399

TEX:SIDE
POSITION:
-0 0 -2.5
-0.002513 2 -2.49372
-1 2 -2.5
-1 1.9 -2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.002399 0.001199 -0.999996
0.002399 0.001199 -0.999996
0.002399 0.001199 -0.999996
0.002399 0.001199 -0.999996

TEX:SIDE
POSITION:
1 2 2.5
1 1.9 2.5
-1 1.9 2.5
-1 2 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1

TEX:SIDE
POSITION:
-1 1.9 -2.5
-1 2 -2.5
-1 2 2.5
-1 1.9 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0

TEX:SIDE
POSITION:
-1 1.9 2.5
1 1.9 2.5
1 0 -0
0 0 0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 -0.465746 0.884918
0 -0.465746 0.884918
0 -0.465746 0.884918
0 -0.465746 0.884918

TEX:SIDE
POSITION:
-1 1.9 2.5
0 0 0
-0 0 -2.5
-1 1.9 -2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-0.884918 -0.465746 0
-0.884918 -0.465746 0
-0.884918 -0.465746 0
-0.884918 -0.465746 0

TEX:SIDE
POSITION:
0.997487 2 0.0062825
0.497487 2 -1.24372
0.5 0 -1.25
1 0 -0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106

TEX:SIDE
POSITION:
0.497487 2 -1.24372
-0.002513 2 -2.49372
-0 0 -2.5
0.5 0 -1.25
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106

TEX:SIDE
POSITION:
1 0 -0
1 1.9 2.5
0.5 0 -1.25
1 0 -0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.662701 0.34879 -0.662701
0.662701 0.34879 -0.662701
0.662701 0.34879 -0.662701
0.999996 0.001199 -0.002399

TEX:SIDE
POSITION:
-1 2 2.5
0.5 2 -1.33
1 2 0
1 2 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0

TEX:SIDE
POSITION:
-1 2 2.5
-1 2 -2.5
0 2 -2.5
0.5 2 -1.33
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0

TEX:SIDE
POSITION:
-0 0 -2.5
0 0 0
1 0 -0
0.5 0 -1.25
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-0 -1 0
-0 -1 0
-0 -1 0
-0 -1 0

--- End code ---

.dts is correct.

.Blend
https://sites.google.com/site/zmasterfun/65degWedgeRamp.blend?attredirects=0&d=1

converted with
https://github.com/z0w0/bltools

help appreciated
Blocki:
Well, if you assign 0 quads to the faces, how shall it work?

This is how a .blb should look like:


--- Code: ---1 2 9
SPECIAL

X
X
X
X
X
X
X
X
d

u
X
X
X
X
X
X
X
d

0
COVERAGE: //TBNESW
1 : 1
1 : 2
0 : 9
0 : 18
1 : 9
0 : 18
----------------top quads:
1

TEX:TOP
POSITION:
-0.5 -1 4.5
-0.5 0 4.5
0.5 0 4.5
0.5 -1 4.5
UV COORDS:
0 0
0 1
-1 1
-1 0
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1
----------------bottom quads:
4

TEX:BOTTOMEDGE
POSITION:
-0.5 -1 -4.5
0.5 -1 -4.5
0.0 -0.5 -4.5
0.0 -0.5 -4.5
UV COORDS:
0.5 0
1.5 0
1 0.5
1 0.5
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
0.0 0.5 -4.5
0.0 0.5 -4.5
0.5 1 -4.5
-0.5 1 -4.5
UV COORDS:
1 0.5
1 0.5
1.5 0
0.5 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
-0 -0.5 -4.5
-0 0.5 -4.5
-0.5 1 -4.5
-0.5 -1 -4.5
UV COORDS:
0 0.5
1 0.5
1.5 0
-0.5 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
0.5 -1 -4.5
0.5 1 -4.5
0 0.5 -4.5
0 -0.5 -4.5
UV COORDS:
-0.5 0
1.5 0
1 0.5
0 0.5
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1
----------------north quads:
1

TEX:SIDE
POSITION:
-0.5 1 -3.833
-0.5 1 -4.5
0.5 1 -4.5
0.5 1 -3.833
UV COORDS:
1.02 -0.09
1.02 1.09
-0.02 1.09
-0.02 -0.09
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0
----------------east quads:
2

TEX:SIDE
POSITION:
0.5 -1 -3.833
0.5 1 -3.833
0.5 1 -4.5
0.5 -1 -4.5
UV COORDS:
0 0.833
1 0.833
1 1.008
0 1.008
NORMALS:
1 0 0
1 0 0
1 0 0
1 0 0

TEX:SIDE
POSITION:
0.5 -1 -3.833
0.5 -1 4.5
0.5 0 4.5
0.5 1 -3.833
UV COORDS:
0 0.833
0 0.011
1 0.011
1 0.833
NORMALS:
1 0 0
1 0 0
1 0 0
1 0 0
----------------south quads:
1

TEX:SIDE
POSITION:
0.5 -1 4.5
0.5 -1 -4.5
-0.5 -1 -4.5
-0.5 -1 4.5
UV COORDS:
 1.02 0.0101
 1.02 0.9899
-0.02 0.9899
-0.02 0.0101
NORMALS:
0 -1 0
0 -1 0
0 -1 0
0 -1 0
----------------west quads:
2

TEX:SIDE
POSITION:
-0.5 -1 -4.5
-0.5 1 -4.5
-0.5 1 -3.833
-0.5 -1 -3.833
UV COORDS:
1 1.008
0 1.008
0 0.833
1 0.833
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0

TEX:SIDE
POSITION:
-0.5 0 4.5
-0.5 -1 4.5
-0.5 -1 -3.833
-0.5 1 -3.833
UV COORDS:
0 0.011
1 0.011
1 0.833
0 0.833
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0
----------------omni quads:
1

TEX:RAMP
POSITION:
-0.5 0 4.5
-0.5 1 -3.833
0.5 1 -3.833
0.5 0 4.5
UV COORDS:
0 0
3.467 0
3.467 1
0 1
NORMALS:
0 0.957508 0.288406
0 0.957508 0.288406
0 0.957508 0.288406
0 0.957508 0.288406
--- End code ---
Blocki:
Also thx you for giving out the link to 3D2BLB since OBJ2BLB is broken
Hope it works if I do the input right
zmaster:
ok, changed to:


--- Code: ---2 1 6
SPECIAL

uu
XX
XX
XX
XX
Xd

uu
XX
XX
XX
XX
XX

0
COVERAGE:
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
----------------top quads:
1

TEX:SIDE
POSITION:
1 2 2.5
1 1.9 2.5
-1 1.9 2.5
-1 2 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1
----------------bottom quads:
1

TEX:SIDE
POSITION:
-0 0 -2.5
-0.002513 2 -2.5
-1 2 -2.5
-1 1.9 -2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

----------------north quads:
2

TEX:SIDE
POSITION:
-1 2 2.5
0.5 2 -1.33
1 2 0
1 2 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0

TEX:SIDE
POSITION:
-1 2 2.5
-1 2 -2.5
0 2 -2.5
0.5 2 -1.33
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0
----------------east quads:
0
----------------south quads:
1

TEX:SIDE
POSITION:
-0 0 -2.5
0 0 0
1 0 -0
0.5 0 -1.25
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 -1 0
0 -1 0
0 -1 0
0 -1 0
----------------west quads:
0
----------------omni quads:
7



TEX:SIDE
POSITION:
1 0 -0
1 1.9 2.5
1 2 2.5
1 2 0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399
0.999996 0.001199 -0.002399

TEX:SIDE
POSITION:
-1 1.9 -2.5
-1 2 -2.5
-1 2 2.5
-1 1.9 2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0

TEX:SIDE
POSITION:
-1 1.9 2.5
1 1.9 2.5
1 0 -0
0 0 0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0 -0.465746 0.884918
0 -0.465746 0.884918
0 -0.465746 0.884918
0 -0.465746 0.884918

TEX:SIDE
POSITION:
-1 1.9 2.5
0 0 0
-0 0 -2.5
-1 1.9 -2.5
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
-0.884918 -0.465746 0
-0.884918 -0.465746 0
-0.884918 -0.465746 0
-0.884918 -0.465746 0

TEX:SIDE
POSITION:
0 2 0
0.5 2 -1.24372
0.5 0 -1.25
1 0 -0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106

TEX:SIDE
POSITION:
0.5 2 -1.24372
-0.0 2 -2.5
-0 0 -2.5
0.5 0 -1.25
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106
0.707106 0.001777 -0.707106

TEX:SIDE
POSITION:
1 0 -0
1 1.9 2.5
0.5 0 -1.25
1 0 -0
UV COORDS:
0 0
1 0
1 1
0 1
NORMALS:
0.662701 0.34879 -0.662701
0.662701 0.34879 -0.662701
0.662701 0.34879 -0.662701
0.999996 0.001199 -0.002399

--- End code ---

no difference
Cubelands:
you need put joint/bone on that the model col-1 will create collison itself and I did tested your model are not good with blb. I did done this before few time. What I can do for you. I am going try fix it correct. limit up to col-7 not more than above number. My suggest that you re-do the model to add collison the bone/joint name col-1 on that model then export OJB. sent to me, I will see the code.
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