Author Topic: On the current state of things: Our role here and the use of StaticShapes  (Read 15721 times)

That is from Kenko's Static Shapes freebuild. As in, that's static shapes.


fxDTSbrick is a whole new class created for bricks. Instead of static shapes bricks can very well be used for terrain.

Bricks have a size limit, however. Very unfortunate

oh it's exclusive to bricks? welp

imo brick terrain is really clunky in both usage and creation. i prefer having a challenge or foundation in place instead of having to make one myself.
for example, the whole "how do i hang stuff from under an asteroid" dilemma
« Last Edit: November 06, 2014, 09:33:18 AM by Cybertails1998 »

I agree, static shapes can be used to create terrain also too

Let me get this clear? You don't grasp this subject at all almost and you start insulting others?

i asked if it was possible to use fxDTS to create (not build, create) terrain/interiors. i even outlined the "creating terrain/interiors" bit for you.
general actually provided a more complete definition to what fxDTS actually is, all you did was provide useless irrelevant remarks.
_
generally if you
Quote from: Dannu
don't grasp this subject at all
_
you should think before you post. :V

Going over the posts again, there seems to be just a mis-communication after which you relied to insults.

My side:

quick question: apparently bricks use fxDTS instead of static shapes. has anyone tried reverse-engineering that or is is another case of Not Happening?
Halfly worded and not getting your point through well
Pre-Retail static shapes were used, and abandon for the fxDTS system we use now. Static shapes could be scaled and moved easily, however if you have 100+ you'd lag like hell.
as in, is fxDTS terrain possible
Not even sure what you meant by that
fxDTS terrain is very possible. Just crack open your Blockland and start building
Here i tried to find out more information, but mixed it with a bit of humor.
for the Special, here's a hint to what i meant by 'terrain':

Here is where you insulted me basically and again gave a poor explanation expecting me to get it instantly somehow
That is from Kenko's Static Shapes freebuild. As in, that's static shapes.
Slightly annoyed and still under the impression that you think fxDTS bricks are something else than what they actually are i strike back a sarcastic response
-snip-
And then you again overreacted
Then it got to mostly shoot back a response on both sides and after all that you finally give an actual explanation to what you were referring to. This all could have been avoided if you had said something among "Is it possible to make fxDTS bricks to shape terrain in a more efficient way" or maybe even less than that, but instead of that you fragmented your context and meanings over multiple posts and mixed them with insults. Tl;dr Be sure you make your meaning clear before you start insulting others to be developmentally challenged for not understanding your grammatically challenged and poorly explained thoughts.


:V
Also Wheck :V

fxDTS terrain is very possible. Just crack open your Blockland and start building
Tbh here I thought you were just trying to be witty too, there was not even a question or any indication you were trying to obtain more info.

Idk I thought Cybertails was quite clear even if he did not know how to explain the technicalities due to lack of knowledge on how they work

Okay, one thing that might also help is a tollgeable system that locks to a supershift grid when trying to click to place bricks.

A lot of new users try to move bricks by clicking the location where they would be centered, by trial and error.  It's a very frustrating process.  If there was a keybind that toggled locking to the brick's supershift grid, then clicking yo place bricks, specifically large bricks, would be a lot easier.

Would also be cool if you could do this in freecam mode.

Okay, one thing that might also help is a tollgeable system that locks to a supershift grid when trying to click to place bricks.

A lot of new users try to move bricks by clicking the location where they would be centered, by trial and error.  It's a very frustrating process.  If there was a keybind that toggled locking to the brick's supershift grid, then clicking yo place bricks, specifically large bricks, would be a lot easier.

Would also be cool if you could do this in freecam mode.
I agree with this quite a bit

babble
again general was helpful and you weren't. take it to PMs if you need to argue ok?

Okay, one thing that might also help is a tollgeable system that locks to a supershift grid when trying to click to place bricks.

A lot of new users try to move bricks by clicking the location where they would be centered, by trial and error.  It's a very frustrating process.  If there was a keybind that toggled locking to the brick's supershift grid, then clicking yo place bricks, specifically large bricks, would be a lot easier.

Would also be cool if you could do this in freecam mode.
this. plus i work with smaller bricks and click placing is unreliable as hell - often the bricks are one or more studs off the mark.
the worst offenders are ramp bricks that do this kinna stuff all the time. i click right on top of one from above, and i still have to num1 it into place.
pls fix

I kind of get resentful to help someone once they call me handicapped/dense and mockingly call my quite reasonable argument a babble. I was trying to establish that no one was in the wrong and this was just a miscommunication on both ends trying to make it so that a month later i won't discover you jumping on me on some random thread as has happened to me before with someone else.

Since staticshapes became a thing I wasn't 100% with it, there are lots of problems with it and overall, interiors were still better. I thought having staticshape bricks removed from the game was enough to make people regret making entire maps with them, but, apparently not.
Or, there's not much wrong with staticshapes, we're just using them wrong.
Take the asteroids for example. The collision is beyond forgeted up. One problem is that there's two different shapes for collision and raycasting. This makes vehicles fall through onto another collision box whilst players stand on top. This causes more glitches and is generally just handicapped. Not just that, but building is a nightmare, you have to place bricks on the raycasting box, which goes inside the model for the asteroid. It's overall pathetic.
For the earth, there's no raycasting box at all. Vehicles and projectiles(?) just go through.
However, the bedroom is still forgeted too. Raycasting is a joke on that one. Plus, if a vehicle goes anywhere near the loving bedroom, it lags like stuff. No idea why. This is also why I didn't want wrap to release it at one point, because I wanted him to keep it private until every bug possible was fixed.
At the same time, maybe staticshapes aren't the answer. Could we make 'blocks' of fxdtsbricks around 64x64  (or higher if possible) cubes, all different parts of the bedroom, and just put it together after? I'm no modder or modeller so I don't know how any of this works, but could it?
How about the object that acts as the ground? Could we do anything with that? Probably not interiors because it loops forever, but you know? It loops forever! Terrain could work, maybe terrain we could change the texture of because of the enviroment menu! Once again, no idea how collision or raycasting would work, so don't count on me about this, but the object, if editable, could be the answer.
Either that or we could just use the custom master server again and just simply ignore staticshapes and go to v20.
I just feel that staticshapes won't go too far as an actual thing, because of the multiple problems with it. After all I am just a kid who has no idea how to make staticshapes in the first place so I'm probably wrong in every way, but, I'm trying.



babblev2
Take it to a PM (if it's so important)
« Last Edit: November 06, 2014, 02:35:13 PM by K3k0m@n »

Since interiors were removed I've had the idea of using static shapes tbh, however at the time the building system did not account for them, maybe Badspot is looking after us after all?

another class that treats blb files as interiors and allows for automatic collision like dif files would be a nice addition