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Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sat Apr 12, 2014 8:24 pm
by mrpeanut188
InnocentSam wrote:The dimensions of doorways is a noteworthy thing to add to this. I always have to copy-paste a doorway from a pre-existing map to save me some time.
Added! Another thing, seeing the work of fine juanjpro has given me a great idea...

Maybe you could add a items entity in 3Ds World Studio like juanjpro was doing (before he commented it out) so we could make compatible mods...

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sat Apr 12, 2014 8:30 pm
by juanjp600
mrpeanut188 wrote:Maybe you could add a items entity in 3Ds World Studio like juanjpro was doing (before he commented it out) so we could make compatible mods...
I didn't make that. I think it was Regalis, but for some reason he decided to remove it.

I suggest we add a brush entity that doesn't have any collision checking ingame. It could save memory (texture-specific footsteps need separate invisible meshes to work) and make the game work more efficiently.

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sat Apr 12, 2014 9:08 pm
by mrpeanut188
juanjpro wrote:
mrpeanut188 wrote:Maybe you could add a items entity in 3Ds World Studio like juanjpro was doing (before he commented it out) so we could make compatible mods...
I didn't make that. I think it was Regalis, but for some reason he decided to remove it.
Oh, I was looking at the BoH source code and though it was another one you added.

juanjpro wrote:I suggest we add a brush entity that doesn't have any collision checking ingame. It could save memory (texture-specific footsteps need separate invisible meshes to work) and make the game work more efficiently.
Great suggestion!

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sat Apr 12, 2014 9:11 pm
by InnocentSam
juanjpro wrote:
mrpeanut188 wrote:Maybe you could add a items entity in 3Ds World Studio like juanjpro was doing (before he commented it out) so we could make compatible mods...
I didn't make that. I think it was Regalis, but for some reason he decided to remove it.
It's annoying because in order to enable it, we'd need to go through every "soft" item spawn in the events and check if they're spawned by the map.

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sun Apr 13, 2014 6:12 am
by mrpeanut188
Not if you made a loop to check each room if they have an 'item' entity...

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Tue Apr 22, 2014 3:59 pm
by Quakk0
Nice guide! But, ummm.... I can't seem to find the "userlibs" folder in Blitz3d. If it helps, I'm using the demo. (I'm not planning on compiling much.) :wink:
Help would be appreciated! - Assuming it's possible to give in my situation...

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Tue Apr 22, 2014 6:35 pm
by juanjp600
Quakk0 wrote:Nice guide! But, ummm.... I can't seem to find the "userlibs" folder in Blitz3d. If it helps, I'm using the demo. (I'm not planning on compiling much.) :wink:
Help would be appreciated! - Assuming it's possible to give in my situation...
I think the Blitz3D demo can't use userlibs.

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Tue Apr 22, 2014 8:54 pm
by InnocentSam
Quakk0 wrote:Nice guide! But, ummm.... I can't seem to find the "userlibs" folder in Blitz3d. If it helps, I'm using the demo. (I'm not planning on compiling much.) :wink:
Help would be appreciated! - Assuming it's possible to give in my situation...
The only thing you could possibly need Blitz3D for other than compiling is viewing the source code, which Notepad++ or IDEal will do.

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sun Jun 01, 2014 3:22 am
by bladestorm
How do you compile if you have the demo version of blitz 3d and it cannot let you make an executable?

Re: SCP:CB - Modding Guide | WIP Topic

Posted: Sun Aug 17, 2014 5:44 pm
by jon