Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - kix

Pages: [1] 2 3 4
Tutorials and Tips / A simple tutorial on making parts for ra2
« on: March 21, 2020, 01:33:19 PM »
****s sake

Hey Vsauce! Michael here. I have a virus. Or do i?

Answer is yes i ****in do. And because funny croatian sick with virus, funny croatian make funny informative tutorial.

So i hear you want to make a part for RA2. If so, kys, but also read this tutorial becasue it will help you understand how to deal with this sh**.

Lets start

-RA2 component compiler and decompiler (i use Serge's one, but you can use whatever you want, but if it doesnt work dont ask me "why this not do the thing" and "why my game no work anymore")
-Any 3D modeling software, i use Sketchup
-Literally any pitcure editing software, ranging from Paint to Adobe Photoshop.

After you get what you need, lets go logang!

Part I: The design sh******ery

Lets make a model. Open up your modeling software and create your thing.

Ill be making a drum base so yeah

Here is the design i made

After you made the design, you need to make to make collision which need to be low poly. Basically, There are 2 meshes in ra2: The display mesh which shows the component ingame, and the Collision mesh which sets the collision. The more poly's collisions, the more chance that the part will not register collision:
Example of a Display/collision that will work well:

Export it in any format you can as long as Blender can import it.

Do the same for collision mesh

PART II: The Blender boogaloo and hostile component takeover

Open up Blender

Import your meshes (disp and colmesh)

Center it

Once you done that, what you want to do is to take a compenent that has the same purpose like the one youre making, and possibly the same design. In my case i will use the drum.gmf file.

After you find the gmf file make a backup of it and drag it to GMI2OBJ

After its done you will get 3 files. one is obj which is the geometry, one is mtl which is the uv mapping and one is gma, which is basically a decompiled copy of the gmf (yes you can rename the gma to gmf btw)

Import the obj of the newly decompiled file into blender

Scale the design how you imagined but to keep in scale to the decompiled file (you dont want to make the component too big or too small)

Now what i recommend is that you rotate/move the design to the decompiled component because then your primary attachment point will be the same. It should look something like this

Now here are some important steps to do. Ofc first, you need to uv unwrap the display mesh. Collision mesh doesnt need the uv unwrap as it wont be visible in ra2
To do so:
-Select the drum

-Set to edit mode

-And go to smart UV Unwrap and press enter if something pops up

Few more things you need to select too for both Collision and Display mesh otherwise, it wont work at all

PART II.V: ****in skinning kill me

Ah yes, this sh**.

After UV unwrapping select the Disp mesh (if you didnt have already)
Change the viewpoint to texture(This way you will see your skin once you make it)

Go to bottom right and select uv editor

Click New at the bottom, and hit ok. (2048x2048 and 4096x4096 resolutions work too but the image size will also be unnecessarily larger, unless youre making a big part with a lot of details)

After that go to UVs and Export uv Layout. Save it wherever you want and then use paint or something simmilar to make the skin. Just save it as bmp as RA2 loves 24-bit bmp images
So all you need to is to open the skin you made and boom, its done, you have a skin and a part. You just need to extract and 123354235 more stuff to do

Now before you extract. rename your meshes. Your display mesh should have _display on the end of the name and your collision should have _collision on the end of the name.
To rename the parts you need to do this:

And this is it. just export to obj and one part of hell is done.

PART III: Making the component work

There is one important thing you need to do, go to the obj file and change the o that starts before the parts names and change them to g. Otherwise you wont get a gma file at all from it

After you have done it all, just drag the obj file of the newly made component into OBJ2GMA. After its done you will get a gma file

When its done, open the gma file, open the decompiled gmf file youre gonna use for sacrifice of some sort, remove the ascii pony ofc, copy everything from it (which includes the display and the collision mesh) and just replace the old ones in the decompiled gmf. (This is like some sort of engine swapping on a car... and drivetrain, and suspension... basically you are just keeping the chassis)

Few things you need to watch:

OBJECT_COUNT. If you add or remove an object (like an attachment point, which is an object) you also need to change the object count accordingly. Otherwise ra2 will crash

Attachment points: this is still a gambling crapshoot to me and i do not feel ****ing suicidal enough to learn so im linking these threads, maybe you will understand:'how-to'-mods-and-notes)/

First and third NODE NAMES are display mesh names, name then as you named them in blender
second one is colision mesh name, name is as you named it in blender.

Weight of the component, its not a thing you should forget.

PART IV: Done, just testing if it works in ra2

Well, You just need to compile it with the compiler. One thing Compiler likes to do is to not add .gmf file when you are finished so you have to add it manually

If you havent made the txt file already, just use this thread to figure stuff out:

And that is it, you have made a component.

I would like to show you the rest of the stuff, but my copy of obj2gma crapped out and i cant even get a working gma file so i had to do this out of my memory and knowledge.

Discussion / GMI2OBJ tutorial
« on: March 18, 2020, 05:03:39 PM »

This took me time to make

Tournaments / ROBOGAMES - RR2 Edition POSTPONED
« on: March 04, 2020, 10:23:03 AM »

And ofc this wont be Robogames without the Robogames arena. (No, make the arena yourself im not giving mine even if you pay)

Ill keep it brief.
Weightclasses, LW, MW, HW
Extra replica rampage division, where you send a replica of real life bot

This is a Parsec event, that means that: You can send the bot, you DONT need to drive at all, we will find a person that will drive for you.

I will only accept bots via Discord, if you send via the forums, ill most likely not get the message. My discord is: Kris#2285

For more info on rules join the RA2 Central discord at:

Entrants list:

See you all in the arena!

P.S. Ill try my best to record, someone else might edit and release the footage

Robot Rumble 2.0 / Robot Rumble Community Replica Pack (WIP)
« on: February 08, 2020, 12:57:05 PM »
Ok so this has been on my mind for awhile, and it is a risky move because the game itself is WIP, but hey, if the game updates, we could update the bots too

What is this all about?
-Well seeing how capable RR2 is, i thought, hey this could work. Now unlike my prev rep pack which was solo work, this is not solo, atm there are members that are helping me with bots.

Now to not drag this topic on what bots will this pack feature:
-Robot Wars replicas (S1-S10, most likely including Extreme Warriors too)
-Battlebots replicas (1-5, 1-4Reboot)
-King of Bots replicas (idk how many seasons are there)
Possible shows, not sure:
-That other chinesium tournament

If you want to check out the bots in productions, or even contribute by making or testing bots, join the totally necesarry Discord at:

Hopefully we will see you soon with some killer bots!

Off-Topic Discussion / Happy new year from the fat croatman
« on: December 31, 2019, 07:06:04 PM »
I hope yall got laid

Site News and Feedback / Image attachment broken
« on: December 18, 2019, 05:38:43 AM »
This has been happening for awhile now. It just suddenly stopped functioning

Idk how to fix it at all.

Tournaments / Parsec Rumble 1.0 SBV
« on: October 30, 2019, 07:06:24 AM »
Ok so seeing that i am out of touch with hosting, i might try this again, as atm RR2 is not as terrible with some things done to it

One change is that i will be incorporating the wheel fix.
Also as im not a fan of video editing and stuff, i wont record this. If someone else feels like doing so, go ahead

- 110kg max for HW division, 180kg max for SHW division (might do multiple middleweight and superheavyweight class soon)
- 24 entries, 3 bots per person. Will expand it to 64/4 enteries is there is interest
- No clipping obviously, only part where i will allow it is where you are making a 4-bar system out of bursts. Even then, try to add supports to make it look irl
- Try to make your bots as irl as possible. If youre making a spinner, try to either make a hole in the chassis, or try to make a fake hole out of a thin black cube
- To prevent parts and wheels (that are rubber cyilnders, not premade wheels) falling off from gears and motors, you must use the wheel fix (however HUGE and deep six clones cant use the wheel fix for their wheels, this way they wont be op).
1. Attach a wheel onto a motor directly or on an axle
2. Attach a component on the wheel
3. Profit
- Your bot must have minimum 1 battery & 1 control switch/board
- No shells or rings. Atm i dont feel too comfortable using them
- Active Weapons can be only on 2 sides, either front and back, or left and right, you cannot cover your bot with active weapons
- Excluding the bottom, one side must be unprotected on a single weapon robot, 2 sides on dual weapon robot (best example: Drummer)
- Clusters allowed, 3 way clusterbot is the limit however, also if a 3 way cluster faces another cluster, only 2 will fight (selected by creator)
- No badnik fork grabbers, however Overhaul grabbers are allowed
- Dustpans are allowed, however the bot must not have protected front.
- If you cant drive, someone else will
- 1v1's Single bracket (for now its single. It will change in future when more people join)
- DM me enteries or pm me on GTM. my discord tag is #1167
- If you are going to attend, you have to be on RA2 Central Discord. Link is here:
- You can replace a bot one time till i pull up splashes
- To export your bots go to

C:\Users\username\AppData\LocalLow\Nerd Island Studios LLC\Robot Rumble 2_0\Robots


Off-Topic Discussion / Calling out toxic 090901
« on: October 22, 2019, 03:52:00 PM »

This video has been sponsored by RAID SHADY LEGENDS

Time to talk about 090901 and his admin status

He locks threads for no reason
He also abuses children on pvp ra2 matches, he also tried to beat me in rwra2 parsec, but no luck for him
He called me a gamer word

Remember FBI? 09 sent him to the nether realm, FBI is yet to be found.

This is a short one, i need sponsor money so yeah
Sub to my youtube and patreon, rate the vido out of 5 start also insert a spambot link
Who to expose next? Comment down in the comment section

Off-Topic Discussion / Im gonna ban myself
« on: September 12, 2019, 06:21:59 AM »
Yes i will

Off-Topic Discussion / Calling out toxic robo
« on: September 03, 2019, 01:03:37 AM »
So this has been bothering me for a few seconds now and i gotta call that person out.
TheRoboteer is a toxic scumbag and i have proof (actually several):
-His irl post is actually just a way of him telling to us that he is better than us all and that he is that "i know everything so shut up" guy
-He is a blatant liar. He said that he was sh** on csgo but he was obviously lying. Its deffo not because I'm sh**
-His style of building is aggravating, his refusal of using bfe is the reason he hasnt won a tournament
-He obviously is just a douchebag, he just needs a yt channel for his toxicity

This has been my Nary ruined GTM talk, thanks for coming

Tl:dr Robo <3

Bye sister

Game Development / E3 2019
« on: June 09, 2019, 02:39:17 AM »
So E3 airs soon. Any games/segments you hyped for/hope that appear?

I know what im hyped for

Discussion / Kix and his RA2 ambitions
« on: June 06, 2019, 04:10:17 AM »
NOTE: These are all just ambitions, they might never happen, so dont take this too seriously

Now that im having a stable life (even tho i have been juggling between work an rest like crazy), i had some ideas and stuff which i might plan to do

1. Host a tournament - Nothing too big or serious, but something that i will finish for sure

2. Finish BIA, yes indeed, lets be better than mm2

3. ****ing tackle DSL 2.2
Actually my biggest thing
I would remove some stuff that is just op, make new stuff, possibly belted and unbelted stuff
Motors with higher power/lower torque and opposite modes
Thats it, honestly idk if it will happen, hopefully it will

Showcases / Kix has made Robot Rumble 2.0 bots
« on: May 23, 2019, 08:07:43 AM »
Youve seen my old ones, here is currently one, IRL is in my way, also waiting for that great new update that fixes damage

Other Tutorials / Making OBJ bots
« on: January 20, 2019, 01:44:26 PM »
Note: I don't mean disrespect to Badnik and his OBJ tutorial, but i can still see a lot of people asking on how to build OBJ bots, so here we go!
In this tutorial i will be showing you how to make a bot using 3d modeling software and importing it to RA2
First of all you will need:
Sketchup online program -
NOTE: Any other modeling program works, its just that i'm used to Sketchup
Blender -
OBJ2RA2 -;down=320
Now that we have all the necesarry stuff, lets make a bot!


Here is a simple design i kinda based off lucky

You can make whatever you want, but this it what i chose because it is gonna be easy to explain some stuff on it
So first of all what you need to know:

Parts that i've selected are not gonna be displayed in ra2. Blue colour means that the mesh is inverted. For Bots like this one that has a dedicated "hole" for flipper its bad because you will have a mesh the bottom of the bot, and empty on the other side
To fix it, you cant simply reverse faces because:

The outside is now inverted. To fix that you need to make a new layer inside. So basically just draw a new layer on it
You can either draw it like this: (simple, only need to add a layer on middle)

Or this: (more complex, also need to add layer on more places)

After you are done, go to

And export as STL.


After you launched Blender, get rid of that box
Import the model

After you load the bot you might see that the bot is not on the grid

To fix that, just set geometry to origin

Chances are it is pretty much oversized
To shrink it down, just select the Scale option (or press s on keyboard), and scale it down.
Best width size would be around 1 block from the middle (you can go a bit bigger or a bit smaller)

After you scaled it, time to change the mode to edit mode

First of all, you need to UV the model. Go to mesh, and UV Unwrap and Smart UV Project

Press OK

So UV Mapping is done
Now you need to:
A. Recalculate normals to be outside

B. Triangluate Faces

That is pretty much it! If you dont select either of them, bot wont show up in RA2
All you need to do now, is to export the bot as OBJ and youre done with blender

After exporting, you will get OBJ and MTL file.


Drag obj and mtl file into OBJ2RA2

If it says that there are over 86 faces, just press enter. RA2 can pretty much handle up to 200 faces
Drag the newly converted bot file into the folder, and test it in ra2
And there we go!

NOTE: If a bot has over 86 faces Control board hit (basically that part where the bot sparks before it dies) game crashes (thanks geese for clarifying that)
Like share and subscribe

Tutorials and Tips / Moving chassis points by magic of BFE
« on: January 09, 2019, 07:57:13 AM »
This tutorial is going to show you how to move chassis points that you usually cant move in ra2
Will try to make this noob friendly
You will need:
To start off, lets make a bot that is going to look like Apollo From Robot wars
This is as far as we can go in ra2

NOTE: The points that i Highlighted are gonna be the same position, and if i lower the points next to them that are highlighted green, i will get that sloped design that i drew
If you want to move the chassis points you will have to be in test robot section
Now you open up notepad and search for lines that have 3 number values (these are reference lines, yours will be different)

You are asking yourself, what do those numbers mean? Well, they are locations of collision and display mesh of the bot
Now to understand those numbers, here are pics i made

The centre point of the grid in ra2 is 0, The distance between each line in the square is 0.22

The best way of moving chassis points is to have a screenshot of both layers of the create chassis section
now i want to move the pink point to the blue point. To do that i have to figure out the location of the bot

We first need to locate the first X line of the point. The pink point is left so the value is going to be negative. The point cuts the -0,88 line so our first number is going to be
-0.88 Z Y
To locate the third point we again need to count down from the middle, and in this case the point cuts the -0.66 line, So the value is
-0.88 Z -0.66
The point we are going to move to has the same X and Z value but the Y value cuts through the -0.88 line
To find out the second value, we need to find out the chassis/point height
Now we know that the point is on the second layer of the area so the line will NOT have 0 as second number. How can we find out the chassis/point height?
In the 3 number values lines the second value that that isnt 0 is the height of the chassis/point, all of these lines that i selected share the same line

So the 0.78 is the chassis/point height
The line we need to find in the bot lab is:
-0.88 0.78 -0.66
So the line we are looking for is repeating 3 times

Why? It is simple, there are 3 meshes in the bot that game calculates

So to move the whole point we need to move all 3 meshes
So lets do that, by moving the Y points in the lines from -0.66 to -0.88
Exit the test bot area and:

The point is moved. Lets do that to the other side, by doing the same tactic of locating the points

Before moving the middle part, lets lower the parts that we moved before
locate the values that you previously moved (in this case -0.88 0.78 -0.88 and -0.88 0.78 -0.88)
Lets lower the second value of these numbers to 0.31

And done, the only thing left is to locate the top front points and move them back, again by finding out the location (in this case -0.22 0.78 -0.22 and 0.22 0.78 -0.22) and moving the Y location to -0.88
After we have done that it will look like this:

And we are pretty much done, hopefully some of you guys will figure this tutorial out, if you have any questions just ask me.

Off-Topic Discussion / GTM Annual Literature Competition
« on: January 07, 2019, 03:41:15 AM »
Yep, its happening again. And a retard to host it
-Must be GTM/RC related, do whatever you want/can that has Robotic combat or gtm members in it
-You can swear or do a someone X someone fanfic
-Must be your literature, no stealing or plagiarism (i think thats what you call it)
-Files must be in txt format, i cant be bothered to download word/other bullsh**.
-Needs to have min ~100 words (no max limit)
Thats pretty much it
You can send me your H O T literatures via Discord, or gtm.
You can send literatures till 31st of January.
I wonder if people need Poet Competition

HWRobot wars 2016 Arena
RA2CF, BFE, and OBJRA2 allowed
DSC's IRL Packs, Badnik Recolors, Geese's NPC fixes, etc, are allowed
CB2 components are allowed as long as they are not too abusive (like stronger version of non CB2 components, etc)
Bildshrimp to host.

Challenge Board / Nightraven v based fat croat (Kix Wins)
« on: November 07, 2018, 01:50:01 PM »
Robot wars 2016 Arena
RA2CF, BFE, and OBJRA2 allowed
DSC's IRL Packs, Badnik Recolors, Geese's NPC fixes, etc, are allowed
CB2 components are allowed as long as they are not too abusive (like stronger version of non CB2 components, etc)
Based Hoppin to host

Challenge Board / Tails Inc. vs Hoppin [IRL Challenge belt] (Hoppin Wins)
« on: October 15, 2018, 11:55:07 AM »
Robogames Arena
RA2CF, BFE, and OBJRA2 allowed
DSC's IRL Packs, Badnik Recolors, Geese's NPC fixes, etc, are allowed
CB2 components are allowed as long as they are not too abusive (like stronger version of non CB2 components, etc)
Bild hosts this thing

General Support / not working on a bot
« on: September 27, 2018, 10:04:58 AM »
So to help a host out, i decided to ai my own entrant. Used, and a line from dsl replica
Bot retracts the hammer, but never fires/self-rights it.
What did i do wrong?
AI Line:
    list.append(("Poison Berry","Judge",{'MotorID':85,'StartAngle':math.pi*2,'reload':3,'nose':math.pi*2,'radius':0.5,'topspeed':100,'throttle':100,'turn':60,'turnspeed':2.5,'weapons':(88,)}))

Lol, my 2000th post, yay

Pages: [1] 2 3 4