Author Topic: Making Bricks/Props?  (Read 587 times)

I would like to make bricks/props for a server idea I have, but I am sort of lost on how to get my models into the game with correct collision and colors and whatnot. I know how to model, can anyone give me a quick rundown how to get bricks/props into BL, and what size to reference to? lol thanks. Maybe be a little more descriptive with collision cuz that confoozes me.

If you use Badspot's Obj to Blb Converter then you'll make collision boxes over top of your model. Name them anything that starts with COLLISION and you can have a maximum of 10. If you make them diagonal or whatnot the converter will simplify it to the bounding box of collision box, so keep you boxes straight up and down. Everything is stated in Badspot's post, just read what effect each name has. Anything named something not starting with one of those is treated as a normal part of a brick and colored by the paint can. I usually name normal bits MESH.

As for proper scaling, if you're using Blender I'm not positive but I'd assume a 1x1x1.2 is the size of one brick. Someone who uses Blender should confirm this though. Test by exporting your model as a .obj (use quads, don't triangulate) and then dropping the file onto the obj2blb converter, which will generate a .blb for you. Then package the .blb (follow the example of other brick add-ons) and test in-game to check.

Or I could help you putting the staticshape ingame but we'd get yelled for it.

Or I could help you putting the staticshape ingame but we'd get yelled for it.

Rendering bricks is a lot more efficient than rendering static shapes.

So if you don't need any specific features (like resizing, rotating, moving, animation, etc) then it does not make any sense to use them.


See? I told you.
Why are you being dismissive? You were advising someone to make a mistake. FxDtsBricks were implemented so Blockland could improve the inefficient rendering, that were static shapes.