Author Topic: BLB Brick Format Reference  (Read 83079 times)


What the forget is this stuffspam?
Its what a road brick's code looks like


I'm trying to make a a 25° Corner Ramp that fills an area of 12x12x12 (4x the size of the 25° Ramp Corner), but I can't figure out how exactly the Brick Grid Code corresponds with the Brick code.

Also, if I am editing the size of a ramp, will I also have to edit the Coverage Code, the Quads code etc.?

Would having the blb file in one line like
Code: [Select]
4 4 12 BRICK
Still work?

Would having the blb file in one line like
Code: [Select]
4 4 12 BRICK
Still work?
Try it? I doubt it.

Yeah, the BLB format is SUPER specific about line breaks. 

A few inaccuracies and additions that should be changed and added:
  • Colors comes after UV coords.
  • Normals are entirely for lighting.
  • Linebreaks cannot be added at random, there must be one blank line after each quad.
  • Quads are displayed based on the order of the points stated, the points must be clockwise in the direction you want it to face.
  • Brick placement diagrams get a new set for each y unit.
Bounding box collision can be done using this where the "0" before the coverage data:
Code: [Select]
1

0 0 0
X Y Z
Where X Y Z would be your coordinates.

  • Normals are entirely for lighting.
Not correct. It is a unit vector perpendicular to the face. It tells you from what point it can viewed, any other view points are culled. It only effects lighting because if it is projected into different directions, light affects it differently.

Someone needs to make a new topic for this, the one we have now explains alot, yes, but theres a lot of missing details that need to be addressed

Not correct. It is a unit vector perpendicular to the face. It tells you from what point it can viewed, any other view points are culled. It only effects lighting because if it is projected into different directions, light affects it differently.
If it determines culling at all, it doesn't function correctly.  I reversed the normals on one face and it just changed the lighting and the ghost. Nothing else was changed.

Place a 32x cube brick. Use the F8 camera and move inside it. You cannot see any of the outside because you are on the opposite side of the face to where the normal points.

This doesn't apply to most transparent bricks so maybe ghost bricks too.

Place a 32x cube brick. Use the F8 camera and move inside it. You cannot see any of the outside because you are on the opposite side of the face to where the normal points.

This doesn't apply to most transparent bricks so maybe ghost bricks too.
The face's direction is determined by the order the points are in.  The points go clockwise for the direction you want them to face, normals don't detirmine that.
« Last Edit: August 20, 2012, 02:51:55 AM by Marcem »

Well, tried it in-game, okay then. That works differently to other 3d programs I've seen.

I'm confused by the road one, is it possible to scale the roads up to a 48x48?

Looks like this thread is going to be a lot more busy once the new lighting update comes out.