Author Topic: Re: v12  (Read 3068 times)

In V8 baddy made a script that turns a build into a isometric drawing thingey.

So.....just that in reverse? :O

Curved bricks are possible.

The curved face will end up looking like a faceted cylinder, but it's a good enough approximation.
« Last Edit: March 23, 2009, 01:16:02 PM by Wedge »

2. You can do this by punching in two lines of code, adding a server.cs and a description.txt

For ramps and curves, you need a .DTS file for collitions.

STFU ROBLOX PLAYER, the "import" stuff is called SAVE, and if you want o post it online if its what you mean THEN PUT IT IN GALLERY!!!!

I swear, and building vehicals out of bricks?!? it would be nice but yet a rip off of roblox!

Your avatar creeps me out. Freakin' creepbears.

Anyway, just because Roblox has the idea of buildable vehicles doesn't mean it's their specific idea and no one else can copy them. Lego had games in which you could build your own car a long time before Roblox, and I bet there were games that let you build your own car even before that.

And if he was from Roblox, he could just log onto it and build vehicles there. The point is, he wants buildable vehicles here in Blockland, which unfortunately isn't possible at the moment.


Mainly I just want to be able to build things like these in Blockland.  Ldraw imports would speed up this process, but SNOT techniques and standardized new pieces are a must if we want to achieve the level of detailing that is possible with physical LEGO bricks these days.

Oh and Sirrus, I'm talking about being able to rotate the bricks on their x and z axes rather than just the y axis like you can do now, not just changing the images on the brick model.
« Last Edit: March 26, 2009, 12:02:37 AM by Super_Sniper »

You can already build things like that easily with bricks in game...

It would seem to me that if bullet physics is able to fuse multiple physics blocks together well, a type a gluing system could be put in that allows the user to attach regular bricks together so when they are turned to physics they could all act as one body.  this could be used for custom vehicles as well as cooler contraptions.

Maybe buildable vehicles are possible if we make some .dts bricks...

All of Super_Sniper's suggestions are valid. We were working on an Ldraw importer for RTB 1.05 (for v2 BL), and made some progress. I just went and fished our old thread about this up (from June 2006):

Quote from: Mocheeze
I think that ldraw loading and saving is probably the most important feature of 1.05. I also think that we should try and make it the only format that people can save in. Why? Here's why:

* It's "future proof". Since it's not tied to Blockland v0002, then it will make sense to make it work for retail, or any other lego building game. Even Lego's Digital Designer software loads ldraw files.

*It will allow people to load all kinds of saves that people have posted on the internet that aren't even related to Blockland. Thus increasing the catalog of builds that we will have access to.

*It will allow people to render their builds in external applications, and all that good stuff.

I don't think we should need the ability to save in any other format, though I suppose that could possibly change. It would be nice to be able to load persistence files. It would be cool if we had a system where people could write their own interpreters so they could load other formats if they wished, though I don't see that as being something that we could write officially. All I'm saying is that a plugin system might be beneficial (for loading only, not saving).

So far I know that CFSworks was working on getting our chain reaction selection system working, and BlueGreen was working on client side saving with txt files, and Ephi was working on something with saving too.

I know that with client side saving, the clients might only be able to save things that they can see. I don't think this would be a big problem, since most clients are going to want to only save certain parts of builds anyway (which they can select on their own hopefully).

Ldraw has this great .mpd file saving format that saves multiple pieces of builds in one file. So one could have an "aircraft.mpd" that could contain a plane, a helicopter, and a blimp. The user can choose to load each of these individually.

Tutorial: What Are And How Do I Make MPD Files (Ldraw.org)
LDD to LDRAW Conversion Fixes (Lugnet)

Discuss!!! :)

A bunch of that stuff is irrelevant today, but the first part and the links are still useful today.

SNOT building would be great, but it would take some engine mods from Badspot to work with the rendering and net code BL has now. Unfortunately, without SNOT building LDRAW support may be iffy, depending on the builds we want to load.

In short, I also still really want to see LDRAW support, both loading and saving. Just think how cool it would be to export your BL save, then order the exact pieces you need with instructions from LEGO. Luckily, we wouldn't have to wait for Badspot to put this in since it can be done by script or with PHP, or whatever.
« Last Edit: March 26, 2009, 03:53:44 PM by mocheeze »

LDraw isn't the same thing as LEGO Digital Designer, the free program that lets you order your sets directly from LEGO, but LDD does support LDraw files.

Also, it would be nice to have slope pieces that could mesh up against each other rather than being bound to rectangular collision boxes.  That way we could do things like the "V" on this.
« Last Edit: March 26, 2009, 07:15:51 PM by Super_Sniper »

Studs not on top? Not that hard It doesn't take a v12 to do that just go to Blockland->base->date->shapes->bricktop open it up in paint.net and erase everthing, if thats what your talking about, or if you still want texture copy and paste some from brickRAMP.   Hopefully this is what you mean.

I don't see the point of LDraw support. That just means you build things outside of the game, which defeats the purpose of an in-game builder.

Oh and Sirrus, I'm talking about being able to rotate the bricks on their x and z axes rather than just the y axis like you can do now, not just changing the images on the brick model.
Oh oh oh oh oh oh oh.

Well, here's the documentation I did on removing stud textures for visual reasons.

http://forum.blockland.us/index.php?topic=59977.0

And as for the actual idea you were trying to convey, it would take some engine changes, that's for sure.

You could possible do something that shifted the brick's top texture to it's side, and then making it so that the game would recognize a brick placed next to a certain brick as a valid placement. Just a thought.