Author Topic: BLB Brick Format Reference  (Read 77230 times)

No that's not correct. Those characters at the beginning of the brick signify the 3d size of the brick in-game. This is used for telling the brick grid system how big the brick is and how much room it covers.

I think you misunderstood - what he's written looks fine.

Quick question. Can prop bricks be turned into BLB format but still have animation.

I'm not making bricks or props, I'm just curious.

You cannot animate a BLB.

You cannot animate a BLB.
If I model a prop how do I make it a certain size like-4 by 4?

Hey everyone I lost all my crap recently and I've been trying to get back into bricks, but I forgot what to name the joints for collision meshes. I think it was Col-something or other, they were numbered.

I have an old picture of what I named the meshes themselves though (Brickdetail100 is hidden, it was just a rectangular box that had everything inside it):


Hey everyone I lost all my crap recently and I've been trying to get back into bricks, but I forgot what to name the joints for collision meshes. I think it was Col-something or other, they were numbered.

I have an old picture of what I named the meshes themselves though (Brickdetail100 is hidden, it was just a rectangular box that had everything inside it):


Milkshape?


No, Blender. [/sarcasm]
Give me a freak'in break I don't have milkshape,Also what do you want me to do quit bl?!

Who is working on the Special Brick article? I really need help in terms of UV Coords. :9

What do you use for writing the code?

You cannot animate a BLB.

Is is possible to make the engine do that though?

I mean if Badspot edited the code of the game.

Who is working on the Special Brick article? I really need help in terms of UV Coords. :9
I've been waiting for it to be finished for months. I make a sad face every time I see that "(WIP)" note haha.

Is is possible to make the engine do that though?

I mean if Badspot edited the code of the game.
Generally when people say you can't do it,  it means it can't be done without engine changes.

You can do almost anything with engine changes, so yeah, it's possible. It would probably require the brick system to be rewritten from scratch.


I'm having problems with correcting my side texture in coordination with the 1x2F Print brick with a tile print.



I need help and/or advice on fixing this problem. :(

Here's the BLB of my 1x4F Tile:

Code: [Select]
4 1 1
SPECIAL

dddd

1

0 0 0
4 1 1
----------------top quads:
3

TEX:SIDE
POSITION:
-2 -0.5 0.5
-2 0.5 0.5
-1 0.5 0.5
-1 -0.5 0.5
UV COORDS:
0 1
0 0
0.5 0
0.5 1
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1

TEX:SIDE
POSITION:
-1 -0.5 0.5
-1 0.5 0.5
1 0.5 0.5
1 -0.5 0.5
UV COORDS:
0.2 1
0.2 0
0.4 0
0.4 1
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1

TEX:SIDE
POSITION:
1 -0.5 0.5
1 0.5 0.5
2 0.5 0.5
2 -0.5 0.5
UV COORDS:
0.5 1
0.5 0
1 0
1 1
NORMALS:
0 0 1
0 0 1
0 0 1
0 0 1
----------------bottom quads:
4

TEX:BOTTOMEDGE
POSITION:
-2 -0.5 -0.5
2 -0.5 -0.5
1.5 0 -0.5
-1.5 0 -0.5
UV COORDS:
0.2 0
0.7 0
0.7 0.5
0.2 0.5
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
-1.5 0 -0.5
1.5 0 -0.5
2 0.5 -0.5
-2 0.5 -0.5
UV COORDS:
0.2 0.5
0.7 0.5
0.7 0
0.2 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
-1.5 0 -0.5
-1.5 0 -0.5
-2 0.5 -0.5
-2 -0.5 -0.5
UV COORDS:
0.2 0.5
0.7 0.5
0.7 0
0.2 0
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1

TEX:BOTTOMEDGE
POSITION:
2 -0.5 -0.5
2 0.5 -0.5
1.5 0 -0.5
1.5 0 -0.5
UV COORDS:
0.2 0
0.7 0
0.7 0.5
0.2 0.5
NORMALS:
0 0 -1
0 0 -1
0 0 -1
0 0 -1
----------------north quads:
1

TEX:SIDE
POSITION:
-2 0.5 0.5
-2 0.5 -0.5
2 0.5 -0.5
2 0.5 0.5
UV COORDS:
1 -0.09
1 1.09
0 1.09
0 -0.09
NORMALS:
0 1 0
0 1 0
0 1 0
0 1 0
----------------east quads:
1

TEX:SIDE
POSITION:
2 -0.5 0.5
2 0.5 0.5
2 0.5 -0.5
2 -0.5 -0.5
UV COORDS:
-0.02 -0.09
1.02 -0.09
1.02 1.09
-0.02 1.09
NORMALS:
1 0 0
1 0 0
1 0 0
1 0 0
----------------south quads:
1

TEX:SIDE
POSITION:
2 -0.5 0.5
2 -0.5 -0.5
-2 -0.5 -0.5
-2 -0.5 0.5
UV COORDS:
1 -0.09
1 1.09
0 1.09
0 -0.09
NORMALS:
0 -1 0
0 -1 0
0 -1 0
0 -1 0
----------------west quads:
1

TEX:SIDE
POSITION:
-2 -0.5 -0.5
-2 0.5 -0.5
-2 0.5 0.5
-2 -0.5 0.5
UV COORDS:
1.02 1.09
-0.02 1.09
-0.02 -0.09
1.02 -0.09
NORMALS:
-1 0 0
-1 0 0
-1 0 0
-1 0 0
----------------omni quads:
0
« Last Edit: July 04, 2010, 08:42:24 AM by Jaydee »