Author Topic: How does making a new add-on work?  (Read 1259 times)

As some of you guys remember I came back this week, and I am immediately interesting the process of making an add-on. To tell you my knowledge of the situation I know, amateur, code work in CSS, JS, and HTML. I am also, again very amateur, in my knowledge of blender. You know the stuff you teach a highscool student that kind of stuff. I have looked at other peoples code for something as simple as a gun. Is it as easy as it looks or am I bat-stuff insane. Its probably answer number 2.

What kind of add-on do you want to make?

Well just something simple, obviously showing how I don't know much anyway, like a gun or melee weapon of the sorts.

The one main issue about making your own models is that Blockland is on a torque engine, which only accepts .dts models. Coding in Blockland through is pretty easy, and it's also easy to learn.

Making datablocks for weapons (which is how your weapons will work) is a bit challenging to code.

The one main issue about making your own models is that Blockland is on a torque engine, which only accepts .dts models. Coding in Blockland through is pretty easy, and it's also easy to learn.

Making datablocks for weapons (which is how your weapons will work) is a bit challenging to code.

So what program can I use to make .dts models? And about datablocks, may you tell my what you mean?

So what program can I use to make .dts models

Actually can I use milkshape 3d?

So what program can I use to make .dts models?
Milkshape 3D, though not free, comes with a DTS and DTS Plus exporter, the plus exporter is useful for having more control over your model, materials and animations

There are at least two DTS exporters for Blender, but one is for a really old version, and the other isn't 100% complete

Milkshape 3D, though not free, comes with a DTS and DTS Plus exporter, the plus exporter is useful for having more control over your model, materials and animations
Funny thing I kinda own it lol

Funny thing I kinda own it lol
The milkshape DTS exporter parses a couple features, most of which are vital for the appearance of the final model.

All materials attached to the model will be exported as data. In order to get said materials to appear on your model, you must include respective [matName].png files in the same directory of the model. These are 1x1 or 16x16 image files that have a solid color. As long as the filename matches a material name, that image will be used to color the part of the model.

Materials can also be given masks, such as additive and glow. These settings can be applied to the respective materials under the DTS export options by clicking on a material name and choosing the settings.

All keyframe animations attached to the model will be exported as animations. If you make an animation on keyframes 0 through 17, you can put that in the final model by going under the Animation Settings/Animate under the DTS plus exporter. There, you can add a new animation and specify the keyframes 0 through 17. Later, in-game, the animation that you specified will be played when you require it to.

All groups will be exported as nodes in the game. Nodes, which under the hierarchy of the model count as children, can be individually recolored by the game engine, or hidden. This proves especially helpful if you're making playertypes, as you can change the colors of limbs, such as left hands, head, chest, etc.

If you want to learn the basics of exporting, I suggest you visit this link, as it includes most of what you need to know to get started.

The above link applies to almost every model in the game. The only differences across add-on types is the name of the joints or groups. For example, when making weapons, you use joints named mountPoint and muzzlePoint to specify where the gun is held, and where the bullet is fired from. In vehicles, you use several different joints, such as mount0 and mount1 to specify where the players will be able to sit.


[I hope this is somewhat helpful]