I use the latest version of blender to model bricks, and then I export them as obj files to get them into 2.49b where i can export them into .dts collision shapes. ... It's not the most efficient process, but it works for me. Something about 2.49b, the control scheme is so weird I want as little to do with it as possible.
I still use Badspot's exporter for making the blbs. Mostly because I didn't want to learn how to use another one.
For Icons I followed this tutorial:
GUIDE - How to create icons for bricks and bots automatically.It is out of date, as doIcon TestBrick doesn't work anymore. It's like- it's looking for an iconShots folder, but even if one there it doesn't find it. So it just fails. I've taken to doing the /doIcon command and then just Ctrl+P to take the screenshot manually.
Anyhow, here's some... more advice.
Collision shapes should not extend outside of a brick's bounding box. The collision shape could just- not work. Or you could get stuck in it.
You are limited to 10 collision shapes per brick.
I believe all collision shapes have to be convex. But this does not mean you can't combine more than one shape to form a concave object, such as a hollow cube.
You are limited to 4 points per surface. There is also a limit on how many surfaces you can have per brick. But I've never even come close to it, so I can't remember what it is off of the top of my head. I'm sure it's a multiple of 2.
I highly suggest .dts collision for ramps. But for small objects, props, etc. It's just another file everyone has to download.
Brick Grid Collision, as I've been calling it, is great if you're making wedges, ramps, or hollow bricks, as it lets people build other bricks inside of your brick's bounding box. Like- how you can place a 1x1 inside of the bounding box of the default 2x2 corner brick.
BLB Brick Format ReferencePay attention to the brick grid section.
ModTer bricks and Water bricks do not work in the same way. They are all technically "Water Bricks". ie. They have .isWaterBrick set to true on their datablocks, so the game treats them as if they're on another layer? I wouldn't suggest using that method. It makes sense for modTer, as it's kind of meant to be a replacement for terrain. So- like with the old terrain, you should be able to sink some poles halfway into the ground, right?
Oh- something kinda neat. I've been declaring the icon file location by doing "Add-Ons/Brick_Brick/iconimage.png".
But if I do that I need to add a namecheck.txt to Add-Ons/Brick_Brick/ so that some dumbo can't rename the folder and screw everything up.
And I don't want to add a namecheck.txt. I've tried using "./Brick_Brick/iconimage.png", but it doesn't work.
So instead I found out I can use expandFileName("./")@"Brick_Brick/resource.dts" And forgo the need for a namecheck.txt
Uh, lessee... I can't think of much else. My best advice is to
study other people's bricks. Like- the zone bricks are a good example. They disappear when you place them. Which means they DO something when you place them. Which means you could like- make them explode... when you place them. ... which is fun. I guess door bricks do something when you place them as well. They add an event. That's worth looking at.
Look for what you want to do, in the things other people have already done. Then copy them.