Poll

After you've tried the new reference frame import feature, do you think it should be enabled by default?

Yes
No

Author Topic: [Blender] New DTS plugin  (Read 177733 times)

imo you should pm filipe because he mentioned something about using an anti-gravity script in the hoverkart, it might be nice to use that in something like an f-zero machine. otherwise you'll probably end up having it flip over when you make a turn of some sort

You could do like my Snowmobile does and just have 4 invisible wheels, but you should put the wheels where it would keep the vehicle balanced out and where you would want the tire particles to come from, like this


And if you want your vehicle to be closer to the ground, just make the wheels smaller

is it possible to have a face on a model only render on one side? for example a window that is opaque on one side but not the other
By default, any faces you make are one-sided, so if you made a windshield, it would just be opaque on one end, but completely transparent on the other

But if it's opaque on the wrong side, you can flip the normals of the face to fix that

is it possible to have a face on a model only render on one side? for example a window that is opaque on one side but not the other
faces already only have one side. if you look on the inside of any model in blockland, you can see through it. programs like blender show faces on both sides solely for rendering and model making reasons. usually the opposite side has weird shading, usually called the 'negative' side.

heres a model of a square cut out of a cube

how it looks in blender


how it would look in blockland (or any other game for that matter)
« Last Edit: October 18, 2017, 10:22:29 PM by Trogtor »

so does that mean that if you invert the normals of a face it will change the side it's opaque on?



Holy stuff i'm doing it


Don't mind the invisible faces, I set the texture to the wrong one. it'll be fixed.

Ok i'm.. at a loss now,
I'm trying to get Bedroom into Blender so i can export it as a normal object, but i just now realized it's not a dts, How do i import Bedroom... to anything!?

Ok i'm.. at a loss now,
I'm trying to get Bedroom into Blender so i can export it as a normal object, but i just now realized it's not a dts, How do i import Bedroom... to anything!?
you dont, iirc you have to export the map data in some form either with custom code or mission editor, then you can convert it

Ok, in the mission editor in v20, how would i export the bedroom?

I don't think Blockland's version of the Torque Game Engine can export the interior data, just terrain height maps

https://www.garagegames.com/products/constructor

This can import them, not sure what it can export to though.

https://www.garagegames.com/products/constructor

This can import them, not sure what it can export to though.
Torque 3D can, even if you're just using the tech demo

You'd just have to import the assets into it and spawn it via the mission editor

I think it still supports DIF interior files that uses JPGs for textures, so you shouldn't have to do any sort of port work

Torque 3D can, even if you're just using the tech demo

You'd just have to import the assets into it and spawn it via the mission editor

I think it still supports DIF interior files that uses JPGs for textures, so you shouldn't have to do any sort of port work
Can you describe how i do that? I mean...
one step closer i guess...

god the noTexture texture is ugly af


EDIT: I forgeten got it! ZERO textures though.. still need to know how to import that
« Last Edit: October 22, 2017, 02:24:41 AM by Yin Yang »

Can you describe how i do that? I mean...
one step closer i guess...

god the noTexture texture is ugly af


EDIT: I forgeten got it! ZERO textures though.. still need to know how to import that


actually when I was messing around, i found that if you just use export .py and put the textures in the same "shape" folder with the same name as the material then textures would show ingame.