Author Topic: 2012/10/26 - Obj to Blb Converter  (Read 119158 times)

OK. So when I load my brick in game, I plant nothing. My collisions work.
« Last Edit: November 05, 2012, 01:18:29 PM by Jeep »

OK. So when I load my brick in game, I plant nothing. My collisions work.

Are you including the brick model in the .obj? You can name it anything.

Are you including the brick model in the .obj? You can name it anything.
I'm confused? What do you mean include it in the obj? I have the collisions, bounds, and the model in the same blender file. I followed the settings tutorial, and exported it as a OBJ. It converts, but doesn't physically show up in game.

I have the collisions, bounds, and the model in the same blender file-

That's what I meant. So I can't help you.

Can someone post a sample of a working brick in Blender (file) for reference?

http://dl.dropbox.com/u/22217440/1x1fPublic.blend

Try this, the BOUNDS box needs to ALWAYS be above the grid, and any other objects meant for the BLB need to have their origin set at the center of the box.

But that only has the bounds? There is no model associated with it?

I feel like someone should make a tutorial.

But that only has the bounds? There is no model associated with it?
You place your model inside with its origin placed at the center of the bounds.

Hm, is there any way to specify a print face?

Hm, is there any way to specify a print face?
In the BLB use TEX:PRINT.

Hm, is there any way to specify a print face?
You'd then need to change its UV COORDS: to actually render it properly.

You'd then need to change its UV COORDS: to actually render it properly.
and then apply coding so you can print it and it will know what type of prints it will use

Dang, sounds complicated..

I had problems with collision for a long time. I figured it out yesterday.

The collision box must be completely inside the BOUNDS mesh.

Visual mesh is irrelevant. Be sure that your BOUNDS mesh is aligned to the brick grid, not the visual model.

Edit: Only cuboid collision meshes are supported. I guess ramps need DTS collision.
« Last Edit: November 08, 2012, 09:10:51 AM by Demian »