Author Topic: How much scripting knowledge is required for vehicles?  (Read 1187 times)

Title^
Im gonna start modeling with blender, but I cant code. How much coding do I need to know?

If you just want it to be a vehicle that can drive around(like the jeep) then you really don't need much scripting knowledge. All you have to do is create a few datablocks and define a few variables(most of which are self explanatory). If you look in the jeep's script there are comments on a lot of the variables that say what they do.

I'm sure if it's too complicated for you, there is plenty of people willing to explain it to you or do it for you.
« Last Edit: March 17, 2015, 08:01:10 AM by jes00 »

To make a basic car, there's really very little scripting knowledge required. You don't even need to understand what creating a datablock necessarily entails.

Once you've made the vehicle and its wheels, you can pretty much copy another vehicle's files (usually the jeep, as it's the simplest vehicle, guaranteed not to have any extra functions that won't work properly), replace the .dts files with your own vehicle, replace all instances of "jeep" with your vehicle's name in every file, and edit the values as it makes sense (like number of mount points, how it handles, its health, stuff like that).

There are a few specific objects you need to add to your mesh to get it to work in Blockland, (a simple, convex shape called Col-0 on layer 2 for collision, bones called mount0, mount1... for mount points and hub0 (through hub3) for wheels) and you'll need to use Blender 2.49 and a .dts exporter even if you edit in a newer version of Blender like I do.

Okay. Quick modeling question. How big is a blockhead in blender? 2 grid squares?

I don't think the feet are perfectly placed on this, but yeah, you're about right.