Author Topic: [SOLVED] BOTTOMLOOP texture acts weirdly & updating my door brick's collision?  (Read 1137 times)

I have a single quad on the front and back of my brick that uses the BOTTOMLOOP texture, and while it's fine with normal paint colors, if you use any FX paints on it (except for Glow), it'll cause the faces to disappear and only be visible at lower angles

Normal angle


Lower angle


Another strange thing is that even though the ghost brick renders both sides of the faces that make up the brick, it can't render the outside of the two faces, just the insides (this isn't a case of inverted faces, i tried that, didn't work)


So why is this happening and can i fix this?
« Last Edit: March 10, 2017, 08:08:08 AM by Masterlegodude »

Why don't you post the blb file in question?

Why don't you post the blb file in question?
Oh, i didn't think it was necessary

But i actually found out the problem by looking at the BLB; By using BOTTOMLOOP as a material and running the OBJ file through General's converter, it put the BOTTOMLOOP quads under "bottom quads", but for my intended purpose, they needed to be listed under something like "omni quads"

New question: How do i make my door update it's collision after being opened? When i open the door brick, it uses the collision from the closed brick

windowShutter_openCW.blb
Code: [Select]
2 1 7
SPECIAL

uu
xx
xx
xx
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2

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COVERAGE:
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0 : 2
0 : 14
0 : 7
0 : 14
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----------------east quads:
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----------------south quads:
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----------------west quads:
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----------------omni quads:
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//Converted with General's (Blockland ID: 4878) Obj2Blb converter.
windowShutter_closedCW.blb
Code: [Select]
2 1 7
SPECIAL

uu
xx
xx
xx
xx
xx
dd

2

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0 : 7
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----------------south quads:
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0.0000 -1.0000 0.0000
0.0000 -1.0000 0.0000
0.0000 -1.0000 0.0000
0.0000 -1.0000 0.0000

//Converted with General's (Blockland ID: 4878) Obj2Blb converter.

Also, what are these values between the brick grid and the coverage values?
Code: [Select]
2

-0.000000 -0.400000 0.000000
1.800000 0.200000 7.000000

1.000000 -0.400000 0.000000
0.200000 0.200000 6.000000

the collision box is after the brick definition and the brick grid definition so in this case it is

Code: [Select]
2

1.900000 -0.400000 0.000000
1.800000 0.200000 7.000000

0.900000 -0.400000 0.000000
0.200000 0.200000 6.000000

the 2 means there are 2 collision boxes

the first number is the position and the second number is the scale of said collision box

so the first collision box is located at 1.900000 -0.400000 0.000000 and is scale 1.800000 0.200000 7.000000

as you can see the numbers are identical for each brick so they will have the exact same collision box

your brick exporter should come with a way to export collision meshes if you cant figure it out manually


also i would recommend using demian's exporter, it works wonderfully and is not as dated as generals


also please please do not reuse topics, make a new topic if you have a different question, it makes it incredibly difficult and confusing for people searching for help topics to find the solution and makes it confusing and more difficult for people to help you, theres nothing wrong with making several more topics
« Last Edit: March 10, 2017, 05:34:55 AM by Swollow »

Alright, all i had to do was resize the bounds to be 1x6 to stay centered but also reach my door when it's opened, then manually create the brick grid in Blender to tell the engine where bricks can and can't go, now it works perfectly