Author Topic: .blb?  (Read 4308 times)

Over the past few years of my life I've been messing around with 3d modeling and the likes. I use cinema 4d and have found my nitch in making models with it. While wondering the forums, with the interest of learning about creating add ons and custom bricks, I spotted badspots Example add on brick.

I downloaded milkshape and spent a few hours messing with it and can crate some simple objects with it, but I like the flow and power of Cinema4d significantly more. The general shape management seems easier to control (and it's what I'm use too).

So far, I've been exporting the models from cinema 4d as .3ds and then importing them into MS3D. Then exporting them immediately as dts (because i cant figure out how to export as blb).

So far I've gotten everything to work except for any model created in cinema4d. The model is invisible when set down. and has no collision points of any kind. The model specifically i'm trying to load into the game is saved as a .dts, which is what i assume the problem is.

How can I export to blb? or how can i make dts work correctly for these custom bricks.

 because of the filetype limitations practiced by the forum I decided to not upload the files I've created. If someone wants to get a little more hands on with helping me just ask and i'll upload several models created with c4d.

Any and all help is much appreciated.
thanks,
~Poent

P.S.
If anyone here is interested in viewing some of my 3d art work head over to poent.deviantart.com

There is a mix of both 3d and 2d creations, just hit gallery and it'll show you what I've got uploaded.
« Last Edit: June 12, 2008, 08:07:19 PM by Poent »

BLB is a custom brick file.

I haven't used MS3D in like, a year, so I don't remember how, but you have to name an object Collision to get it to collide.

As for exporting to .blb, you don't. I'm not quite sure how to explain .blb's.

well collision isnt the only part missing... its the whole shape... I can set it down (it makes the ticking noise as if a brick was set) and it responds to floating etc. There is no object however. I can build the same brick (the one i created) in the same spot over and over again and it will not only appear, but it will also not create any kind of noticeable, visual alteration to the world.

Also, does anyone know how to make these .blb files?

.dts files are only used (at least for bricks) to provide collision.  They are not rendered at all.  .blb files are created manually for the most part, with the creator typing up a list of quads and textures to be rendered.  I'm not exactly sure what the handling will be in v9, but, in v8, there's no point in trying to develop custom bricks because people that don't have the .blb can't join your server.

Understanding that this sounds like a pain in the ass, I am still interested in how to make them currently for v8. I've done quite a bit of 3d programming for both classes and my senior project and have had to manually enter vertices on quite a few occasions.

Also, how did the JVS door mod load the custom doors? I was just visiting the "titanic" build today and found some custom bricks. I dont have the door mod, yet the custom bricks still load? Do you (or anyone) know how they managed that?


that makes a little more sense  then. but what are they and how do they work?

If i take badspots tutorial for doing custom brick addons would that allow other players to join?

The blb file for addons (specifically cube or polygon) is only an x y z size definition. and the .cs file is only a directory/definition/reference file.

If i take badspots tutorial for doing custom brick addons would that allow other players to join?

The blb file for addons (specifically cube or polygon) is only an x y z size definition. and the .cs file is only a directory/definition/reference file.

That will only work for cuboids.

is there any way to make it work for non-'cuboids'

Talking about BLB's, Somebody should code a graphical editor for much more complicated shapes one day.

is there any way to make it work for non-'cuboids'

The basic

X Y Z
BRICK

Only works for cuboids.  You can make more complicated shapes, but there's not yet a way to do it other than by hand (manually defining each vertex, etc).

is there any way to make it work for non-'cuboids'

The basic

X Y Z
BRICK

Only works for cuboids.  You can make more complicated shapes, but there's not yet a way to do it other than by hand (manually defining each vertex, etc).

it's not too hard to define the other vertices. i this thread:
http://www.blockland.us/smf/index.php?topic=37099.0

... but i cant get it to collide. Its a round object and i'm not too sure where to go from there.

Umm, you'll need to use a .dts shape for special (non-cuboid) collision.