Author Topic: Invisible uncollidable custom brick  (Read 1527 times)

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: [Select]
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

.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

Well, if you assign 0 quads to the faces, how shall it work?

This is how a .blb should look like:

Code: [Select]
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

Also thx you for giving out the link to 3D2BLB since OBJ2BLB is broken
Hope it works if I do the input right

ok, changed to:

Code: [Select]
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

no difference

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.


I have redone the model.  Seems I can get cubes to work but not ramps.
Collision works now (See Cube's above post).
Using all quads.
See OP for updated blend.

The fu.
If I pull a model file on the 3dtoblb.exe, it opens a console and tells me 3dtoblb.exe has stopped working.

Code: [Select]
----------------omni quads:
7



TEX:SIDE

make it 1 space

and you have a custom collision model for it too right?

Code: [Select]
0 0 -1

----------------north quads:
space here too, remove it
« Last Edit: May 17, 2012, 03:39:18 PM by Conservative »

The fu.
If I pull a model file on the 3dtoblb.exe, it opens a console and tells me 3dtoblb.exe has stopped working.

Try using .ply

Try using .ply
That is the only file format that will work with 3dtoblb

don't think so
That's just the one I use

so what exactly is the problem?

siba, could you maybe help us out with the model? i'm really anxious to get the problem solved as soon as possible, so i was hoping you might be able to check it out for us. maybe work together with zmaster sometime to try to track down the problem.

siba, could you maybe help us out with the model? i'm really anxious to get the problem solved as soon as possible, so i was hoping you might be able to check it out for us. maybe work together with zmaster sometime to try to track down the problem.
sure, whats the problem?

is it just the BLB in the OP? I can get that ingame right now

EDIT: Thats one weird brick ;o
« Last Edit: May 18, 2012, 09:37:50 AM by Conservative »