So Blockland scales vertices on bricks to overlap seams.
Does anybody know the properties of this?
How does it decide which vertices need scaled?
By how much do they scale?
Sorry if it's been asked. I'm not sure how I should search for it.
I don't think it's been looked into before, but it sounded like fun to work out so I messed around a little:
http://i.imgur.com/ADB6S.pngThis is the default music brick, stacked on top of another. On the left, the brick contains its default values. On the right, I moved the bottom vertices up along the z-axis by 0.012, so this tells us that the edges are ~0.006 units further out than they should be. (These values are very rough approximations).
Vertically, the values are different, as increments along the x and y axes are larger than those along the z:
http://i.imgur.com/KAPy6.pngThis time I had to move the vertices on the edge by ~0.004 before there was no visible overlap. So this time the edges are ~0.002 units further out. (Again, roughly).
The size of the brick doesn't seem to affect the size of the overlap, so I assume this is the same for all bricks.
It might be worth considering that the actual brick models are not really affected at all, it's just that the virtual "brick-grid" is a teensy weensy bit smaller than the actual bricks themselves. Probably the more likely case, in my opinion. Nevermind, I don't think this makes much sense, I'm a dolt, move along.
I'm not sure what worth any of this information is, as it's probably easier to just disregard what looks to be a minor aesthetic occurence, but hey, there you have it.
How do I find all the different properties (like normals, uv coords, etc.) of any regular brick? Is there some sort of formula?
For normals:
http://www.lighthouse3d.com/opengl/terrain/index.php3?normalsEasy enough to follow, and also tells you how you can smooth your faces.
And yes, there should be ways to calculate uv coordinates for simple cuboid brick shapes, I remember figuring out one method for bottom quads (not sure where I saved it, if at all). As for more complex shapes, I'm no math whiz, so I don't know enough to properly comment on that.
What about .dts files for rounds and such?
What software should we use?
Most people use MilkShape or Blender to export .dts files. There's lots of resources on the internet and in the forum to learn how to use those programs.
What would the coordinates be for a BLB based collision of a 32x32 triangle (split diagonally)? 1 brick tall.
Without using a .dts your collision can only be built out of boxes within the .blb, for a brick like that you should use .dts.