Author Topic: General Blender Help Thread | Blender Megathread  (Read 54949 times)

Also, is it normal my .dts file is only 565 bytes?
My .blend file is 690Kb, its just strange

Also, is it normal my .dts file is only 565 bytes?
My .blend file is 690Kb, its just strange
If it works it's fine.

So, I'm working on a vehicle, and all the normals are facing the correct way

but it still looks like this




Do you guys have any idea what's going on?


So, I'm working on a vehicle, and all the normals are facing the correct way

Do you guys have any idea what's going on?
Send me the .blend, that shouldn't happen.


The file looks fine to me. I guess you're not exporting as triangle strips? I don't know for sure, try following this guide: http://forum.blockland.us/index.php?topic=157886.0

The file looks fine to me. I guess you're not exporting as triangle strips? I don't know for sure, try following this guide: http://forum.blockland.us/index.php?topic=157886.0
alright, I'll give it a try

Thanks

Just got some general blender + blockland questions that I have never quite been able to fully understand:

1) Can blockland handle faces with 5+ edges?
2) Can blockland handle faces made from non-coplanar edges?  If so, is this an acceptable thing to do when modeling?
3) In order for collision boxes to work correctly, they must not be "concave".  Does this mean that the angle formed between two faces that share one edge must not be acute, or that the collision box must be a solid (such as it cannot be a cube that is missing a face).  I have only ever read people say "cannot be convex", but I have never figured out just what they meant.
4) When modeling, is the Boolean modifier the mainstream/only way to model complex patterns into a complex shape, or otherwise merge two shapes together?  Not sure if I described exactly what I meant, but I always found the Boolean modifier to be a bit tedious.
5) Which is more mainstream/better for transparent windows in your opinion: double-sided faces or two separated faces?
« Last Edit: August 16, 2014, 01:53:56 AM by Gen. Hothauser »

1) Can blockland handle faces with 5+ edges?
No. Blockland can only faces with 3 or 4 edges.

2) Can blockland handle faces made from non-coplanar edges?  If so, is this an acceptable thing to do when modeling?
Yes and yes. But said quad will be rendered as two triangles which probably won't look good. Experiment.

3) In order for collision boxes to work correctly, they must not be "concave".  Does this mean that the angle formed between two faces that share one edge must not be acute, or that the collision box must be a solid (such as it cannot be a cube that is missing a face).  I have only ever read people say "cannot be convex", but I have never figured out just what they meant.
Blockland collision models must be convex. They cannot be concave. https://en.wikipedia.org/wiki/Convex_polygon
One way to think of it is take a line of infinite length that can pass through the object. If you find a spot in the 3D shape where the line intersects the faces of the object more than two times, your object is concave. For example with a sphere a line could only ever intersect two faces. With a doughnut shape, a line can intersect two faces or four faces thus the donut is concave.

4) When modeling, is the Boolean modifier the mainstream/only way to model complex patterns into a complex shape, or otherwise merge two shapes together?  Not sure if I described exactly what I meant, but I always found the Boolean modifier to be a bit tedious.
I don't use the boolean modifier very often since the mesh requires a bit of manual cleanup afterwards but is very useful. But yes, it is basically required if you want to punch complex/a lot of holes into an objects or cleanly merging two objects together.

Something to note though. Floating geometry is fine and often better than merging objects together like the boolean modifier does. You get a lot less faces with floating geo.

5) Which is more mainstream/better for transparent windows in your opinion: double-sided faces or two separated faces?
Whichever looks better.

how do I assign a bunch of different materials for 1 flat surface? I want to make letters and checkers and stuff, like the top of this pizza box for instance:


Also, what color will the model be in blockland if you don't assign any materials?

how do I assign a bunch of different materials for 1 flat surface? I want to make letters and checkers and stuff, like the top of this pizza box for instance:


Also, what color will the model be in blockland if you don't assign any materials?
You'll need to either a) make a bunch of different tiny faces and assign materials (not suggested) or b) get an image, create a material, add the texture to the material, and assign it to that face. Much simpler than other UV mapping.

If no materials are assigned, a model will be white (there's a tiny chance this is misinformation, and I can't double-check at the moment; 99% sure this is correct though). It's probably just best practice to have a "blank" or "white" material in there, though.
« Last Edit: August 16, 2014, 03:23:32 PM by BluetoothBoy »

Also, what color will the model be in blockland if you don't assign any materials?
If you're making it a brick it will be re-colorable I think

Demain do you have any tutorials for playertypes being made in Blender and then exporting them ingame?

I want to get some playertypes I finished ingame but have no idea where to start and the only tutorial I found for this was milkshape.

Also anything on exporting animations with models?

If you're making it a brick it will be re-colorable I think

or it might be that funky reflective-like texture.