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Source code for .bob model format + character sharing suggestion #5
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Hey, I've looked into making an blender plugin to load and save .bob files. 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. |
Hi, Mrmaxmeier! |
The .cob format is quite similar to the .bob format. Importing and exporting .cob files should work now. |
32d204e might have fixed the problem. If it persists you could send me one of your |
Yup. Still nothing. And as a bonus, that character I made for BombSquad with custom sounds and models. |
1e43fa5 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. |
Exporting works! Cool! |
21e389e 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. |
I don't think it's working properly. |
I've made some more changes to the way the import/export works. |
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.) |
I guess so. Here's the file. |
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? |
@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 #37 (comment) |
… On 04-Jul-2017 11:26 pm, "Mrmaxmeier" ***@***.***> 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)
<#37 (comment)>
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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. 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" ***@***.***> 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... |
hey Mrmaximer ai have a idea to create a charter with the name Rock |
Or a adher |
Can help me to do this map whait |
Sorry is a problem |
Hi is a won one AI need to converter my charter plz Mrmaximier ,TheMikirog,vvvid or Others |
hello my mistake was i download the .py file, i copied from the web and paste in the .py file and it's works correctly |
Search blender uv textures it will help you to assign textures to you models
On 26-Nov-2017 1:45 am, "7bbbbbb" <notifications@github.com> wrote:
hello again
i'm working in a bombsquad mod but i need know how to load and save
textures from .bob files with blender
please help me
[image: 5]
<https://user-images.githubusercontent.com/33968749/33234346-c84939f8-d1fb-11e7-81df-5e2bb515b604.png>
this is a screenshot of my proyect
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@yash2879 Try to avoid sending the previous message along with your own when replying to GitHub's emails, you currently even sent your private unsubscribe link with the email. |
This excellent tool is not working on current builds of blender 2.9 versions, updating this tool is greatly appreciated. Anyways thanks for the effort ! |
i dont know how to use the mesh mod on the current version of Blender because it dosent appears after i downloaded the plugin, please help cuz im trying to make my own characters mod |
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!
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