Author Topic: 2012/10/26 - Obj to Blb Converter  (Read 98366 times)

Actually a 1x1x1 has 10 quads, 1x*x1 has 9 quads, and 1x*x* has 10 quads. All default ramps have 14 quads.
Why is this?

Why is this?

The "bottomloop" texture has to be applied separately to each edge.

The "brickBOTTOMEDGE" texture has to be applied separately to each edge.
Fixed. +the center of the bottom needs the brickBOTTOMLOOP texture.
« Last Edit: February 10, 2013, 03:54:56 AM by Demian »

Protip: Create a .BAT file (Or .TXT and manually change the extension) with the following code to automatically show the console window for any converted .OBJ file and keep the window open for you to read the output.
Code: [Select]
blbConverter %1
pause
To use it place the .BAT in the same folder as the blbConverter.exe and simply drag-and-drop your .OBJ on the .BAT file. No need to use the old method of specifying the file names (blbConverter model.obj model.blb) this thing spits out a BLB file with the same name as your .OBJ.

I can get my model into the game but the collison is messed up! i center my model and export it as a .obj then as a .dts i use the pole script and make the .dts the collsion but its not working right can someone tell me how i do this? i name the mesh collision-1

Alright everything seems to be working but my collision box is the bounding box apparently, are you supposed to put
Code: [Select]
collisionShapeName = "./nameofblb.blb";because the collision is inside the blb? I just deleted that part, didn't really think about it at the time.

Alright everything seems to be working but my collision box is the bounding box apparently, are you supposed to put
Code: [Select]
collisionShapeName = "./nameofblb.blb";because the collision is inside the blb? I just deleted that part, didn't really think about it at the time.
No, the exporter automatically writes the collision coordinates to the BLB. Here's a complex special brick example:
Code: [Select]
6 5 18
SPECIALBRICK

6

2.500000 -2.000000 -1.500000
1.000000 1.000000 9.000000

-2.500000 -2.000000 -1.500000
1.000000 1.000000 9.000000

0.000000 0.000000 7.500000
6.000000 5.000000 3.000000

0.000000 -2.000000 4.500000
6.000000 1.000000 3.000000

0.000000 -2.000000 -7.500000
6.000000 1.000000 3.000000

0.000000 2.000000 -1.500000
6.000000 1.000000 15.000000
COVERAGE: //TBNESW
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
0 : 999
The number 6 below SPECIALBRICK means that there are 6 collision boxes and the coordinates below define the boxes.

The number 6 below SPECIALBRICK means that there are 6 collision boxes and the coordinates below define the boxes.
FINALLY
I KNOW WHAT THE RANDOM 1 IS FOR

thx bro


How I make this ^ to be worked in game its Ceiling fan in Blockland version but whole model can rotated execpt for small middle cube that on circle.
I tried make this to be worked in game but it not in there. How I fix this problem?
Plus, I converter it with my Blender to BLB Converter already.

If it shall rotate, you must create a JVS not blb door.

If it shall rotate, you must create a JVS not blb door.

Hmm But Im not good with Animation.

If it shall rotate, you must create a JVS not blb door.
you could make a 2 part animation and a relay that switches it between those 2 bricks but thats not a very good idea

it would make annoying click noises

you could make a 2 part animation and a relay that switches it between those 2 bricks but thats not a very good idea

it would make annoying click noises

Do I  need to make my model to be JVS to rotate same as this It from http://forum.returntoblockland.com/dlm/viewFile.php?id=2346

Do I  need to make my model to be JVS to rotate same as this It from http://forum.returntoblockland.com/dlm/viewFile.php?id=2346
You need to animate your model in blender, create a collision model, export both as DTS (blender 2.49 required), create a blb file that is about the same size as your fan thingie, write a script for it that actually makes it a JVS parts, blah blah blah blah.

A full in-depth tutorial on this can be found on some external forum, I can't find it right now though.