Author Topic: Brick shape messed up  (Read 1282 times)

I am trying to create a special brick, but I am terrible at figuring out at what I am doing wrong
What keeps happening is the 2 quads I am trying to add under "omni" distort, and use the wrong texture.
Below I have one of the working omni quads, and below that one of the broken omni quads
I wrote some comments on what I thought was going on.
Code: [Select]
//working

TEX:RAMP
POSITION:
2 2 4.5
3 3 -3.833
3 -3 -3.833
2 -2 4.5
UV COORDS:
0 -4
3.467 -6
3.467 0
0 0
NORMALS:
0.957508 0 0.288406
0.957508 0 0.288406
0.957508 0 0.288406
0.957508 0 0.288406
0.957508 0 0.288406
//not working

TEX:RAMP //Seems to be ignored by the game
POSITION: //One of these is also ignored, being placed in a random location
-2 -2 4.5
2 -2 4.5
3 -3 -3.833
-3 -3 -3.833
UV COORDS:
0 -4
0 0
-3.467 -0
-3.467 -6
NORMALS:
0 -0.957508 0.288406
0 -0.957508 0.288406
0 -0.957508 0.288406
0 -0.957508 0.288406
I have since re-tried 3 times. I can't even get 1 quad to shape properly now.

(P.S. This is my first topic, please tell me if I am also doing something wrong here.)

In the second face the positions are separated by tabs. Use spaces instead.

In the second face the positions are separated by tabs. Use spaces instead.
Tried it with spaces originally, tabs made no difference.
To be more specific its just 1 of the 4 points of the quad that is in the wrong place.


The full BLB I had re-done several times, but here you go anyway
Code: [Select]
6 6 9
SPECIAL

XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
dddddd

XuuuuX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
dddddd

XuuuuX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
dddddd

XuuuuX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
dddddd

XuuuuX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
dddddd

XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
XXXXXX
dddddd

1

0 0 0
6 6 9
COVERAGE: //TBNESW
1 : 16
1 : 36
1 : 4
1 : 4
1 : 4
1 : 4
----------------top quads:
0

TEX:TOP
POSITION:
-2 -2 4.5
-2 2 4.5
2 2 4.5
2 -2 4.5
UV COORDS:
0 0
0 4
-4 4
-4 0
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1
----------------bottom quads:
0

TEX:BOTTOMLOOP
POSITION:
-2.5 -2.5 -4.5
2.5 -2.5 -4.5
2.5 2.5 -4.5
-2.5 2.5 -4.5
UV COORDS:
0 0
0 5
5 5
5 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
-3 -3 -4.5
3 -3 -4.5
2.5 -2.5 -4.5
-2.5 -2.5 -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

TEX:BOTTOMEDGE
POSITION:
-2.5 2.5 -4.5
2.5 2.5 -4.5
3 3 -4.5
-3 3 -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:
-2.5 -2.5 -4.5
-2.5 2.5 -4.5
-3 3 -4.5
-3 -3 -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:
3 -3 -4.5
3 3 -4.5
2.5 2.5 -4.5
2.5 -2.5 -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:
0
----------------east quads:
0
----------------south quads:
0
----------------west quads:
0
----------------omni quads:
4

TEX:SIDE
POSITION:
-1 1 -3.833
-1 1 -4.5
1 1 -4.5
1 1 -3.833
UV COORDS:
1 -0.1
1 1.1
0 1.1
0 -0.1
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0

TEX:SIDE
POSITION:
1 -1 -3.833
1 1 -3.833
1 1 -4.5
1 -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:
1 -1 4.5
1 -1 -4.5
-1 -1 -4.5
-1 -1 4.5
UV COORDS:
1 0.0101
1 0.9899
0 0.9899
0 0.0101
NORMALS:
0 -1 0
0 -1 0
0 -1 0
0 -1 0

TEX:SIDE
POSITION:
-1 -1 -4.5
-1 1 -4.5
-1 1 -3.833
-1 -1 -3.833
UV COORDS:
1 1.007
0 1.008
0 0.833
1 0.833
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0

got a screenshot of how it goes wrong?

As of right now it isn't *supposed* to look completed, but the same problem still exists.

I have no Idea how to directly post an image, but I can give you it through a dropbox link:
https://dl.dropboxusercontent.com/u/80557267/Brick.png

On the left is what I keep getting, on the right Is a not-nicely-drawn image of what I want

It looks like you deleted a bunch of faces. I can see why the game is freaking out.

I did, but it the few faces I left in are not supposed to look like that.

I'm not the best when it comes to this, but i'm pretty sure deleting a bunch of faces & vertices is a bad idea.

You are probably thinking by deleting some faces, that some of the others go hay-wire and have no idea where to go.
But actually the part labeled "POSITION" is the vertices, and the problem I am having is what faces I AM making aren't listening to my "POSITION"
Basically all faces are independent of every other face.

You are probably thinking by deleting some faces, that some of the others go hay-wire and have no idea where to go.
But actually the part labeled "POSITION" is the vertices, and the problem I am having is what faces I AM making aren't listening to my "POSITION"
Basically all faces are independent of every other face.
I don't really think you know how BLBs work.

I do, infact.
I have read the BLB refrence, and understand what it is saying. I've seen how it works in several other places.


TEX:(Texture)

POSITION
(Vertex 1, Coordinate X) (Coordinate Y) (Coordinate Z)
(V2, X) (Y) (Z)
(V3, X) (Y) (Z)
(V4, X) (Y) (Z)

these coordinates are based  around the center of the brick, so no, negatives are not going to make anything break.
Do you have any way I can message you so that we can communicate this more effectively?

I finally fixed it, I have no idea how.
If anyone has a similar problem, I can't help you.  :panda: