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Author Topic: New Road Bricks Concept [ALIVE]  (Read 14185 times)

The uvs are all wrong on the sides and the line.

http://forum.blockland.us/index.php?topic=271142.msg8033989#msg8033989

That is very helpful, thank you.  I'll try it on the line, but the uvs for it were adjusted for looks, not for accuracy.  I tried my best with accuracy for the sides, but thanks to you, I can actually have them perfected.

[edit]

Also, excluding re-UVing, here are the lines thus far:



[edit]

I took your suggestion, Zeblote, and I made an Excel spreadsheet that should hopefully automatically do it for me.

[edit]

I just modified one of the bricks with the values I got from my excel sheet and it looks fantastic, thank you!
I said that too soon.  I was looking at one of the bricks that didn't have updated UVs when I said that.  The side UVs are close, but not quite.  Using exactly what you listed in the link, I made the excel file.  I'm very certain I did everything correctly.  When I updated the UVs and went ingame, the side textures were upside down.  To counter this, I swapped the calculation cells for the UVs for vertically aligned corners, and the orientation issue was solved.  The top and bottom textured bevel parts on the side texture, however, are slightly smaller than other bricks.

It would be helpful if you could check to make sure my excel sheet calculates the UVs correctly.
http://www.mediafire.com/view/vsh2jwx36wvnni3/UV_Coordinator.xlsx
« Last Edit: June 03, 2015, 09:51:07 PM by Gen. Hothauser »

Welp, I referenced some of the default bricks that don't use the simple blb format (such as the vehicle spawner) and rearranged all of my excel formula cells to recreate the UVs for the spawn.  When I plugged in the dimensions of my brick, and fixed the UVs, and got it in game, the textures did not line up with any normal default brick, but they did line up with the vehicle spawner, and other special bricks.  Perhaps the simple blb format just uses a different UV coordination.

Seeing as how my bricks now line up at least with some of the default bricks, I will convert all of my current bricks over to this UV coordination, then move on to the remaining straights and the curves.



Here are all the bricks thus far:


Close up of yellow dashed line showing line texture:


Close up of white solid line showing that the line texture does not have an end:




A quick build that uses the bricks I have.  The road area is not exactly the same size as what I am expecting it to be because I need to make shoulder lane-sized bricks and lines that are 2 bricks wide.


Shows the size of a car in a lane:
« Last Edit: June 04, 2015, 06:48:51 PM by Gen. Hothauser »

I can feel my anticipation for release increasing.

Oh my god how have we lived without these?


I wonder how those lines will work on curves and ramps.

I wonder how those lines will work on curves and ramps.
I was just thinking the same thing.

I wonder how those lines will work on curves and ramps.

That is something I am worrying about.  It'll just be careful blb'ing of the bricks.

bump

Sorry for the long delay, I got distracted.  Anyway, all straight lines are now made.  Here are some shots of what I got:


All lines so far


These lanes are now correctly 16x bricks wide




And here is a demonstration of the use of 2 1x wide lines for a middle, double line.  The two outer lines are 2x wide lines.  It just occurred to me that I should have covered the entire shoulder area instead of leaving a 1x wide strip of road, and added that 1x strip to the road verge, oh well.


Passing/no-passing lines using 32x1 dashed and solid lines.



Now that all of the straights are done, I can move on to the hell that will be curves!

I put up a poll because I was thinking of trying to reduce the size of the pack and number of bricks by only allowing the lines to change color, not the street.  So vote for what you guys think.  I myself usually only use a single shade of road throughout an entire build, unless I make some kind of beach area, then I like to make the roads off-white.

[EDIT]

I made an oopsy.  So because I used the SIDE texture for the lines' elevated-lookingness, the shadowing doesn't change depending on orientation of the brick, so that will create ugly places.  I now have to look into using the TOP texture, which will hopefully rotate the shadow correctly.

I noticed this hiccup while working on the first curve:
« Last Edit: June 11, 2015, 02:31:13 AM by Gen. Hothauser »

This is the kind of add-on quality I would donate for.

Keep up the good work, chief.

I think the rotating textures are caused by the faces being in the top faces group, not by them having the top texture. Maybe it's for square faces only?


I think the rotating textures are caused by the faces being in the top faces group, not by them having the top texture. Maybe it's for square faces only?

I've done some messing around and as long as the top texture is used, the shading gets rotated.  It looks terrible, but the shading is correct.  I've put that to the side for now so I can think about how I should proceed with that and have been working on the curves, which are a bitch themselves.

You wouldn't happen to know whether a .dts collision file or collision defined in the .blb would be better for complex collision, would you?  I have eight trapezoidal prisms that are stuck together to form the collision, and I just can't tell which would be better.

[edit]

Collision and brick placement within the curve has been fixed for the first curve, so now I know what to do for that.  I went with just defining it in the blb.  Takes up less space I assume.  Anyway, I don't think it is at all possible to do a bottom texture for the curve, so I won't change it from a blank texture unless anyone has any tips on how that whole curving mess should be dealt with.  Also, I kind of want to do side textures for the curves, but I'm not sure it's absolutely necessary since others' road bricks don't seem to have side textures.  I have mixed feelings about that.
« Last Edit: June 11, 2015, 04:53:17 PM by Gen. Hothauser »


Curves done, excluding side and bottom textures, because they may be unnecessary.


Just gotta get them lines done!
« Last Edit: June 12, 2015, 09:40:53 PM by Gen. Hothauser »