Marble Size Breakthrough (.dts Help Needed)
by Whirligig · in Marble Blast · 04/13/2008 (6:25 am) · 12 replies
HELP NEEDED: See last post.
You can make the marble larger using only MBG, with a correct collision mesh!
1. Go to marble/shapes/images and copy glow_bounce.dts.
2. Paste it into marble/shapes/balls.
3. Back up or rename the original .dts and rename glow_bounce.dts to ball-superball.dts.
4. Rename base.marble.png to glow_bounce.png.
5. Open MBG and the marble will be slightly larger!
-This has not been tested on Macs.
-You can also use this to make the glow_bounce effect smaller, although that's not as exciting.
-By the way, I figured out how the Mega Marble powerup was done in MBU. Trapdoors have two states (up and down) which they switch between with an animation. The collision mesh changes, too. So all you'd have to do is make an animated marble .dts and tell it to animate when the powerup is used!
-Oh, and while I'm on the subject of powerups, where's the code that tells what happens when an inventory powerup is used?? I can't find it.
-And can you type in code to change the powerup in the inventory? If so, can the "Invincible" powerup be used, or was it coded out and made unusable? My guess is that it was intended for multiplayer usage. Was it? So many questions...
You can make the marble larger using only MBG, with a correct collision mesh!
1. Go to marble/shapes/images and copy glow_bounce.dts.
2. Paste it into marble/shapes/balls.
3. Back up or rename the original .dts and rename glow_bounce.dts to ball-superball.dts.
4. Rename base.marble.png to glow_bounce.png.
5. Open MBG and the marble will be slightly larger!
-This has not been tested on Macs.
-You can also use this to make the glow_bounce effect smaller, although that's not as exciting.
-By the way, I figured out how the Mega Marble powerup was done in MBU. Trapdoors have two states (up and down) which they switch between with an animation. The collision mesh changes, too. So all you'd have to do is make an animated marble .dts and tell it to animate when the powerup is used!
-Oh, and while I'm on the subject of powerups, where's the code that tells what happens when an inventory powerup is used?? I can't find it.
-And can you type in code to change the powerup in the inventory? If so, can the "Invincible" powerup be used, or was it coded out and made unusable? My guess is that it was intended for multiplayer usage. Was it? So many questions...
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#2
04/14/2008 (2:59 pm)
Yeah but that mega marble thing is a smart find.. now go code it Whirligig =p
#3
04/14/2008 (6:03 pm)
Find? :P I thought we've always known that... :P You can't script it, it's an animation in the dts itself, triggered by the use of an inventory item. I don't think we can add inventory items to MBG/P without access to the source.
#4
This just goes to show you that they didn't need any special code to add new sizes in MBP.
04/15/2008 (5:56 pm)
The main point of this message was the "only using MBG" thing. It proves Matan wrong about the "YOU NEED TO CHANGE THE WHOLE GAME CODE" he kept posting. No offense, Matan.This just goes to show you that they didn't need any special code to add new sizes in MBP.
#5
04/15/2008 (9:43 pm)
What we were TALKING ABOUT regarding the 'CHANGE THE WHOLE GAME CODE' was the creation for the animation of the MEGA MARBLE powerup, which causes the marble to become 2.25 times bigger its original size, stays like this for 7 seconds, and shrink back. THIS WAS WHAT I WAS TALKING ABOUT. I was NEVER talking about having individual DTS shapes in different sizes because we KNOW we can do it and change to whatever [it was known for over a year now]. As RM would put it: Get your facts straight.
#6
So, you couldn't use that "play thread" thing?
That still doesn't seem like the whole code.
04/19/2008 (7:03 am)
Ah.So, you couldn't use that "play thread" thing?
That still doesn't seem like the whole code.
#7
04/19/2008 (2:22 pm)
You can't make an inventory powerup without the game's source code, which already rules out the possibility of a MBU-like mega marble powerup no matter what the game's physics are.
#8
04/23/2008 (11:55 am)
Maybe a non-inventory one? One to change it and another to change it back?
#9
06/01/2008 (10:06 am)
OK. I could possibly make a non-inventory infinitely lasting powerup like this, but I would need an animated .dts. How can I make a .dts, period? I've tried making one in Blender, exporting it to a .obj, and using .obj2dts, but it comes out white. Do I need to use UV mapping?
#10
1. On my Mac, I make a UV Sphere in Blender, called "mesh1"
2. The object is also "mesh1"
3. I add a seam and UV Mapping with the default marble texture (from the MBG files, and originally loaded from that directory)
4. I export to a .obj file, checking "Normals," "Triangulate" and the include image one
5. I transfer it via a flash drive to my Windows computer
6. I run it through obj2dts.exe, returns success
7. I move it to a subfolder of MBP's custom marbles directory, with the image and .mtl
8. I open MBP and load that marble
9. I can clearly see that the marble is plain white
10. I try a level; not only is it plain white, but it has no collision mesh, so MBP crashes
Firstly, I need to solve the texture problem. Secondly, how do I make a collision mesh.
Am I doing this the wrong way totally? Do I need to use something else?
06/01/2008 (10:51 am)
OK, I tried UV mapping. Didn't work.1. On my Mac, I make a UV Sphere in Blender, called "mesh1"
2. The object is also "mesh1"
3. I add a seam and UV Mapping with the default marble texture (from the MBG files, and originally loaded from that directory)
4. I export to a .obj file, checking "Normals," "Triangulate" and the include image one
5. I transfer it via a flash drive to my Windows computer
6. I run it through obj2dts.exe, returns success
7. I move it to a subfolder of MBP's custom marbles directory, with the image and .mtl
8. I open MBP and load that marble
9. I can clearly see that the marble is plain white
10. I try a level; not only is it plain white, but it has no collision mesh, so MBP crashes
Firstly, I need to solve the texture problem. Secondly, how do I make a collision mesh.
Am I doing this the wrong way totally? Do I need to use something else?
#11
07/23/2008 (9:43 am)
Mine already has ball-superball.dts in my marble folder on a mac.
#12
08/02/2008 (6:38 pm)
That's not the point; I was looking for a NEW ball-superball.dts that was animated to include size.
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