Author Topic: Wham's Custom Components  (Read 10066 times)

Offline WhamettNuht

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Wham's Custom Components
« on: August 05, 2009, 11:31:05 AM »
Hi All
Well, i've just gotten into component modding, and here is my first component:

Its not perfect, the shadows and messed up and its slightly off center from the attachment point, but i'm proud of it :D
Any comments?
Damn I should probably put something fancy in this bit huh?

Offline RedSawn

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« Reply #1 on: August 05, 2009, 11:35:44 AM »
Looks good. But good lord, do you really play with a full blue background?




Offline WhamettNuht

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« Reply #2 on: August 05, 2009, 11:48:33 AM »
Yeah, for now.
Besides, i dont mind, i LOOOOVE blue (incase you didnt know already, lol)
The pack im doing this on is the new Wild Robots series stuff.
Also, doing this, i know what Click's going through with his new DSL pack (good lord making components is tough, let alone arenas!)
Damn I should probably put something fancy in this bit huh?

Offline System32

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« Reply #3 on: August 05, 2009, 11:49:58 AM »
couldn't you put it in the Custom showcase?
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Offline Reier

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« Reply #4 on: August 05, 2009, 11:50:57 AM »
These are custom components, not custom bots.
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Offline WhamettNuht

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« Reply #5 on: August 05, 2009, 11:51:39 AM »
Yeah, the bots just there as a model for the component.
Damn I should probably put something fancy in this bit huh?

Offline System32

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« Reply #6 on: August 05, 2009, 11:56:45 AM »
Well since it is in MODIFICATIONS AND DESIGNS, will you publish them?
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Offline Somebody

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« Reply #7 on: August 05, 2009, 12:06:44 PM »
SEND THAT 2 CLICK FOR DSL 3 NOW!
I built that big robot on that TV show that time


Offline WhamettNuht

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« Reply #8 on: August 05, 2009, 12:40:53 PM »
Yeah, might be an idea to send it on.
Im working on another component (which may also help), but i need some help.
Does anyone know what to do with the *MESH_FACE when making a new shape/face on a component?
Put simply, im trying to make Iron Awe 6's flipper:
http://www.roamingrobots.co.uk/?pages=robot&id=1161
What im using as a base object is a large titainum sheet, i've modded it to the right size, but now i want to add the hump bit in the middle.
I've done the vertexs, but now i need to do the faces, so how do i create a new one?
Damn I should probably put something fancy in this bit huh?

Offline Serge

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« Reply #9 on: August 05, 2009, 12:47:29 PM »
Why do you all keep posting BMP screenshots? :'(

*MESH_FACE has the following syntax, if I recall well:

*MESH_FACE faceNumber A:vertex1 B:vertex2 C:vertex3 *MESH_MTLID mtlid

faceNumber is an index, vertex1-vertex3 are the vertices the face is made of, mtlid is when you have a multi/subobjects material, keep it at 0.

Remember to add a *MESH_FACENORMAL and three *MESH_VERTEXNORMALs.
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Offline WhamettNuht

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« Reply #10 on: August 05, 2009, 12:50:30 PM »
IDK, does it matter?
Plus you cant really expect anything fancy off of me, unlike most of you lot i dont have Photoshop, just MS Paint and Paint.NET
Damn I should probably put something fancy in this bit huh?

Offline Serge

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« Reply #11 on: August 05, 2009, 12:52:00 PM »
Quote from: WhamettNuht;57815
IDK, does it matter?
Plus you cant really expect anything fancy off of me, unlike most of you lot i dont have Photoshop, just MS Paint and Paint.NET

*MESH_FACE has the following syntax, if I recall well:

*MESH_FACE faceNumber A:vertex1 B:vertex2 C:vertex3 *MESH_MTLID mtlid

faceNumber is an index, vertex1-vertex3 are the vertices the face is made of, mtlid is when you have a multi/subobjects material, keep it at 0.

Remember to add a *MESH_FACENORMAL and three *MESH_VERTEXNORMALs.

You can save MSPaint images as jpg's or png's. And yes, it really takes a sh**load of time to load them on my connection. I think it was well over 30 seconds.
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Offline WhamettNuht

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« Reply #12 on: August 05, 2009, 12:55:07 PM »
Ok,thanks for that.
So, say if i wanted to create a square face, i would have to have like:

*MESH_FACE 0 A:   0 B:   2   C:   3 *MESH_MTLID 0
*MESH_FACE 0 A:   3 B:   1   C:   0 *MESH_MTLID 0
So that 2 triangle make the square?
Damn I should probably put something fancy in this bit huh?

Offline Serge

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« Reply #13 on: August 05, 2009, 12:56:07 PM »
Quote from: WhamettNuht;57818
Ok,thanks for that.
So, say if i wanted to create a square face, i would have to have like:

*MESH_FACE 0 A:   0 B:   2   C:   3 *MESH_MTLID 0
*MESH_FACE 0 A:   3 B:   1   C:   0 *MESH_MTLID 0
So that 2 triangle make the square?


Just increment the index.
Code: [Select]
*MESH_FACE 0 A:   0 B:   2 C:   3 *MESH_MTLID 0
*MESH_FACE 1 A:   3 B:   1 C:   0 *MESH_MTLID 0
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Offline WhamettNuht

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« Reply #14 on: August 05, 2009, 12:58:01 PM »
Ohh yeah forgot to do that :)
Ok, thanks for clearing that up for me, i hope to get back to you with a new component soon :D
EDIT: Ok, now i need some more help :/
I've added my vertex's and my face's, but i still cant compile the component, so something must still be missing.
I know theres some more values in there, so do i need to add any more to these and what do they represent:
*MESH_TVERT
*MESH_TFACE
*MESH_FACENORMAL
*MESH_VERTEXNORMAL
And if theres anything else i need to add them can you please tell me?
Thanks
« Last Edit: August 05, 2009, 01:30:39 PM by WhamettNuht »
Damn I should probably put something fancy in this bit huh?

Offline Serge

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« Reply #15 on: August 05, 2009, 02:13:47 PM »
Quote from: WhamettNuht;57820
Ohh yeah forgot to do that :)
Ok, thanks for clearing that up for me, i hope to get back to you with a new component soon :D
EDIT: Ok, now i need some more help :/
I've added my vertex's and my face's, but i still cant compile the component, so something must still be missing.
I know theres some more values in there, so do i need to add any more to these and what do they represent:
*MESH_TVERT
*MESH_TFACE
*MESH_FACENORMAL
*MESH_VERTEXNORMAL
And if theres anything else i need to add them can you please tell me?
Thanks


AFAIK TVERTs and TFACES are unnecessary, they are for textures.

As for the FACENORMALs and VERTEXNORMALs, they represent a face and vertice's normal vector - the vector along which a face is visible. Try copypasting those from similar facing faces in your object, just replace the reference to face and vertex numbers with those you just added.
Oh, and what compiler are you using?
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Offline WhamettNuht

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« Reply #16 on: August 06, 2009, 02:54:20 AM »
The Dummee's Compiler (the fixed one, the one that Duck uses in his arena modding tutorial)
Damn I should probably put something fancy in this bit huh?

Offline Serge

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« Reply #17 on: August 06, 2009, 03:02:50 AM »
Try to use mine next time, it will give you more descriptive and useful error messages in case your GMF file is messed up.

Decompiler: http://gmftoolkit.googlecode.com/files/GMFDec-0.15.zip
Compiler: http://gmftoolkit.googlecode.com/files/GMFComp-0.14.zip

(I have to fix the decompiler crapping out when decompiling CVERTs on multimaterial geomobjects, but you don't use that in simple components.)
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Offline WhamettNuht

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« Reply #18 on: August 06, 2009, 03:05:53 AM »
Yeah, im already using them, i tried with the compiler a little while ago, but it said closing bracket expected but found *MESH_VERTEX instead
Damn I should probably put something fancy in this bit huh?

Offline Serge

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« Reply #19 on: August 06, 2009, 03:16:54 AM »
Quote from: WhamettNuht;57955
Yeah, im already using them, i tried with the compiler a little while ago, but it said closing bracket expected but found *MESH_VERTEX instead


That means you added vertices but forgot to increase *MESH_NUMVERTEX.
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