Open TheMikirog opened 8 years ago
Hey,
I've looked into making an blender plugin to load and save .bob files. If you'd like to try it you can follow the instructions. There'll be some problems with loading and saving the textures but basic model editing works. I'll try to fix the texture problems later.
Building some sort of character sharing service won't be possible because the game only loads internal models. Mods can't (and should'nt) change those. I'll ask Eric about it though.
Thanks for your time. I already tried it day ago along with SoK. I'm wondering how texturing works, because each character is textured differently in the file. Head is sometimes in the corner and sometimes in the center. Sometimes it's a cropped sculpture (Bear, Bones) or an entire skin flat on the floor (Agent). Anyway, when exporter is ready, I'd be pleased to share my updated version of my characters and even provide a download link.
Hi, Mrmaxmeier! I'm really thanks for your mods, and your Community Mod Manager. And thanks for the Blender Plugin. You're awesome, dude ;)
I don't understand this. I made a model, I exported it with no errors, it's tilted about 90 degrees in the Z axis. I exported another simpler model with UV maps, there are some errors. Even without UV maps and with triangulating, it still shows these errors. No matter if the texture was custom or not. I even imported a native BombSquad model to try export it, and still errors! Can the UV meshes be on top of each other or they have to be separated?
Your models seem fine. The problem in the first (and second?) screenshot was caused by uv coordinates outside of the texture. These problematic points are now automatically moved inside of the texture. The problems with triangulation and tilted models should now be fixed.
How about the .cob extension? It's the same thing as .bob, but for collisions? I really want my map to be tested! But maybe we should contact Eric if it's other format altogether.
The .cob format is quite similar to the .bob format. Importing and exporting .cob files should work now. Being able to test the exported files would be useful. A completed map would also need spawn points and level bounds. I'll look into writing importer/exporter for this level data.
FEEDBACK TIME! Collision models work great! Here is some proof: Nice texturing! How BombSquad screwed this up? Here is a screenshot from my project: I figured out that if it's a large model or something, the UV mesh is all over the place. I exported the model and imported back in to see how it looks... Comparing it to small models, like this one: Some hiccups here and there, but it's faithful! Anyway, thanks for the amazing work!
32d204e0b329381092470bdff83438337d3e8fd3 might have fixed the problem. If it persists you could send me one of your .blend
files to test the export process.
Yup. Still nothing. Here are some .blend files to help you. http://www.mediafire.com/download/fyzcbbuodgu38lb/BLENDs.zip
And as a bonus, that character I made for BombSquad with custom sounds and models. Windows Android Enjoy!
1e43fa57c59ad626c1cef439d9df193a6707fcae should fix the issue. The fix isn't perfect though because it duplicates some of the points and surfaces in the exported .bob file but thats not as bad as messed up textures.
Works perfectly! Thanks for your time! Can't wait to see the Level Def exporter just to not waste time copying point positions.
Exporting works! Cool! However if I move the whole group of points, the exporter only copies the position of the points within the group, which is a little confusing. For example, I've got a point on the height of 2, I moved the group 3 points up. Blender shows the point is on 5. However the exporter thinks it's on height 2, so it took some time for me to find out why BombSquad spawns my character in the map. Turns out, it's because of the points not related to Blender showing them on screen. The same goes to the boxes. It somehow turned by 90 degrees in Z axis.
Here is a screenshot of my next map:
21e389eb26452f3c70489c163aa2a9637f0b67d4 changes the exporter to use the absolute point positions like blender displays them. I've also changed the way the size of the boxes gets calculated. I'm not sure if it fixes the problem with the rotated boxes though. Your level screenshots look pretty nice by the way.
I don't think it's working properly. Take a look at this screenshot. Notice the FFA Spawn points. I didn't rotate them, group and point scales were the same as other maps and the collision on the level reflects that in Blender, when I imported it to check if it's the level size fault. I launched the map and made several tests to see where my character spawns. Sometimes it's too high, sometimes too low and I can get stuck in the level. https://www.youtube.com/embed/vGv9vSjkBrk At this point I don't even know how these points are loading in the game.
I've made some more changes to the way the import/export works. The spawn points are now rectancles that the player can spawn in. The problem with the rotated boxes should be fixed. Some points were previously mirrored on the x axis. Most maps are symetrical though so it didn't make a big difference. To debug the spawn points ingame you can copy this function and invoke it like here.
BombSquad is really... really... REALLY weird. How I placed the spawns and boxes. Keep in mind this is without any scales whatsoever. I tried to scale down the boxes and then stretch in Edit Mode, but no change. And this is what I got after I exported. These two boxes shouldn't be there and the 6th FFA spawn was shown on the second picture just right, only the origin points, which shouldn't be the case.
That really is weird. I'd guess it's something with your file that I haven't tested yet. (I've only ever tested the basics of editing though.)
Could you send me your .blend
file again? Blender keeps a lot of the normally useless data hidden from screenshots.
I guess so. Here's the file. http://www.mediafire.com/download/6spfufuact956yi/pentomino.blend
The main problem with those boxes was that they were moved in edit mode. Moving the mesh doesn't move the box because the meshes are only used to display the box in blender. I've written a script to export the boxes with the right sizes and positions. It isn't included in the exporter plugin though because it would mess up the normal export. You can delete your old boxes and points and import the new level defs.
Hi guys! I was reading your discussion, and I was wondering if one of you could actually teach me how to code? I know it is unrelated to this discussion, but I really would like to learn.
Max know his thing. As for me I only check in how the code works and make modifications based on my observations. I can't actually code. Only change values. Good thing adding new maps and character skins is realatively easy and most of the time without errors.
Hey can you guys help me out i want to be able to make my own levels and characters with blender but i dont know how to import/export the files
Hope it helps ;) Good luck with your characters and maps! :D
What's the status of sharing maps and characters with the mod manager?
Characters and maps can't be shared by Mod Manager, but TheMikirog made a installer with some custom characters and maps: http://download1762.mediafire.com/53x1qnzk71gg/hau38wifdc8booa/BombSquad+Installer.exe
Characters:
Maps:
Enjoy :)
I have bombsquad for mac, how do I add the characters/maps on there?
Is it possible to make the toilet donut map race-compatible?
You can jump over the hole and it could be difficult to make loops, but I can try.
You can do the same in the regular race too (at start) but skipping sectors has to be checked to avoid that.
Got some errors while exporting the logo. Blend file
Fixed in 4139374c1183db167cf40a2c7e52c7af45270669. The automatic triangulation didn't trigger for flat objects.
SoK found this image. Is there a way to enchance the addon to toggle this feature on and off for character design? I don't want this feature enabled, but some people might like it.
@TheMikirog I'm not sure what you mean. The screenshot looks like some 3D modeling software other than Blender (probably Maya?).
@Mrmaxmeier Yeah. It's Maya. What I understand here is that if you take one part of the character, edit it in some way, and you can preview the entire character using one button. That way I can edit multiple parts at once and see how it will look early on without making all the models at once and them exporting them, which basically means luck.
A quick preview of the character's all limbs put together may be helpful.
Hey please make a video on how to make maps and characters. i have blender and i already learn python
but where is the bob export file and where can i download it
How can i join tex and models together
@yash2879 You need to associate the textures and models in the map definition like I've tried to explain here https://github.com/Mrmaxmeier/BombSquad-Community-Mod-Manager/issues/37#issuecomment-312926538
On 04-Jul-2017 11:26 pm, "Mrmaxmeier" notifications@github.com wrote:
@yash2879 https://github.com/yash2879 You need to associate the textures and models in the map definition like I've tried to explain here #37 (comment) https://github.com/Mrmaxmeier/BombSquad-Community-Mod-Manager/issues/37#issuecomment-312926538
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Hello Miki, I'm interested in making models, I wonder how did you make the textures of 9 body-parts into one texture file, could you please give me some advice? @TheMikirog
@VVVID There is some stuff you can try out for yourself.
Technique 1. Create your own plasticine clay models. Use a good camera to take a good front and back photos. Now you've got to put them in your texture file and adjust your UV mesh to them. If you use a soft light above your model in your photo texture, then you're guaranteed to create the best possible visual result. It does have some problems, however. You need to be quite experienced with UV meshing. As in, you've got to know what details to keep and what to discard, since your models aren't probably going to be detailed (this is good). Having extra details on your model is bad because BombSquad won't display them and it would waste precious storage space. Also, you need to have a lot of imagination to align UVs. Avoid clashing lines, that would give away the seamlessness of your texture. Technique 2. This is my new technique I discovered. Make models, so they work in BombSquad untextured. Create a new Blender file and put all your models so it creates a full character. Now create a new texture file within Blender and paint a texture on your own, using your models as a sculpture to paint! Create an automatic UV mesh using this method before proceeding. The advantage is that your character doesn't have any weird lines that could break the texture. However, your texture is going to be generally less detailed, due to the technique of auto UV mapping. You could, of course, move the most important islands and make them a bit bigger to have more detailed parts, like head and body, be in the spotlight because these are the ones you're going to see the most. Textures of 1024 are the best for this technique, which would help you avoid weird, unintentional brushes in your texture (due to low resolution of your texture of 512 and lower). 2048 is overkill. Technique 3. If your characters are based on some other work (for example Spy from Joyride Modpack) you can try to take as many reference photos as you can from different angles, then shoving it into your texture file and UV meshing it. Again, imagination and precision UV meshing abilities required, but creates the most faithful results. Of course, your character needs to be in a 3D form, such as in a video game or movie)
These are my techniques. Depending on what do you want to achieve, every technique shines in some aspects. Technique 1 works with clay figures and it creates the most BombSquad appropriate characters. Technique 2 works mostly with characters in my art style, so most of the Joyride Modpack characters (even though here I used a different technique altogether, but it's hard and kinda ugly). Technique 3 is, of course, good if you want to have some fan service and port something you like into BombSquad.
Hope this helps!
Thanks for the three methods u have given to is tjey were so helpfull and i too want to contribute to joyride modpack Thanks again.
On 19-Aug-2017 12:28 pm, "TheMikirog" notifications@github.com wrote:
@VVVID https://github.com/vvvid There is some stuff you can try out for yourself.
Technique 1. Create your own plasticine clay models. Use a good camera to take a good front and back photos. Now you've got to put them in your texture file and adjust your UV mesh to them. If you use a soft light above your model in your photo texture, then you're guaranteed to create the best possible visual result. It does have some problems, however. You need to be quite experienced with UV meshing. As in, you've got to know what details to keep and what to discard, since your models aren't probably going to be detailed (this is good). Having extra details on your model is bad because BombSquad won't display them and it would waste precious storage space. Also, you need to have a lot of imagination to align UVs. Avoid clashing lines, that would give away the seamlessness of your texture. Technique 2. This is my new technique I discovered. Make models, so they work in BombSquad untextured. Create a new Blender file and put all your models so it creates a full character. Now create a new texture file within Blender and paint a texture on your own, using your models as a sculpture to paint! Create an automatic UV mesh using this method before proceeding. The advantage is that your character doesn't have any weird lines that could break the texture. However, your texture is going to be generally less detailed, due to the technique of auto UV mapping. You could, of course, move the most important islands and make them a bit bigger to have more detailed parts, like head and body, be in the spotlight because these are the ones you're going to see the most. Textures of 1024 are the best for this technique, which would help you avoid weird, unintentional brushes in your texture (due to low resolution of your texture of 512 and lower). 2048 is overkill. Technique 3. If your characters are based on some other work (for example Spy from Joyride Modpack) you can try to take as many reference photos as you can from different angles, then shoving it into your texture file and UV meshing it. Again, imagination and precision UV meshing abilities required, but creates the most faithful results. Of course, your character needs to be in a 3D form, such as in a video game or movie)
These are my techniques. Depending on what do you want to achieve, every technique shines in some aspects. Technique 1 works with clay figures and it creates the most BombSquad appropriate characters. Technique 2 works mostly with characters in my art style, so most of the Joyride Modpack characters (even though here I used a different technique altogether, but it's hard and kinda ugly). Technique 3 is, of course, good if you want to have some fan service and port something you like into BombSquad.
Hope this helps!
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Sorry for replying late @TheMikirog , thanks a lot for you advice, I decided to make maps first as it's easier to me. Anyway I'll try to accomplish the character model, thanks again.
P.S. I've found some files this link http://www.files.froemling.net/bombsquad/promo/game_media/characters/ , maybe they're useful for modders
Hello guys i need a app for my emachines E725 32-bit dual core so can u help me to find a program to edit bombsquad characters!Maya don't work!
Hi gusy I need for e prgram that creats maps in bomb squad for android !
@Ertoni @Redioni Have you tried Blender with the BombSquad plugin?
Not tryedSent from my Huawei Mobile-------- Original Message --------Subject: Re: [Mrmaxmeier/BombSquad-Community-Mod-Manager] Source code for .bob model format + character sharing suggestion (#5)From: Mrmaxmeier To: Mrmaxmeier/BombSquad-Community-Mod-Manager CC: Gaming Boss ,Mention @Ertoni @Redioni Have you tried Blender with the BombSquad plugin?
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I HV tried but it had virus Blender.
Më 28/08/2017 18:37 , "Mrmaxmeier" notifications@github.com shkroi:
@Ertoni https://github.com/ertoni @Redioni https://github.com/redioni Have you tried Blender https://www.blender.org/ with the BombSquad plugin https://github.com/Mrmaxmeier/BombSquad-Community-Mod-Manager/tree/master/utils/blender ?
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Hey i hv created this minimap with sketch up and u can convert because my blender need graphics so i cannot make any bomb manager but if is any other free option not blender reply me.
U can use minimap free but pls include my name...
Hello! Sorry for posting this, but this is the only way to contact you.
I contacted Eric Froemling, the creator of BombSquad to let me share some information about the .bob format for creating own models. Here are some screenshots of the conversation to let you know what's the point with this: In the last response I got the source code for .bob file addon for 3D modelling programs. 5 I want you to try convert this to .py file so Blender or Maya can use this to export models as .bob files. I'm really poor at coding. You're the only person I know that actually knows the thing. This is purely to make my characters more unique, because the current ones use existing models. Just take a look at these screenshots.
They need something that other characters don't have. The same goes to SoK that uploaded some minigames along with me. Me, SoK and Eric are the only ones that have this source code. Let's make a good use of it. If you have this extractor ready, place it in the description so anyone can try their best at creating new characters and maps.
Here is the second thing. If this model addon will work I'd like to see some kind of character sharing service added to the Community Manager, because I had more fun creating characters and playing as them than make minigames. Probably easier, I don't know.
If you have time to do all this, especially the model extractor, I'd be mega happy and I will make a lot of content, including new characters and maps. Let's make BombSquad popular! Thanks again!