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| 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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