Comments (63)
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.
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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.
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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.
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Hi, Mrmaxmeier!
I'm really thanks for your mods, and your Community Mod Manager.
And thanks for the Blender Plugin.
You're awesome, dude ;)
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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?
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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.
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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.
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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.
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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!
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32d204e might have fixed the problem. If it persists you could send me one of your .blend
files to test the export process.
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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!
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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.
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Works perfectly! Thanks for your time!
Can't wait to see the Level Def exporter just to not waste time copying point positions.
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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:
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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.
Your level screenshots look pretty nice by the way.
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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.
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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.
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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.
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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.
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I guess so. Here's the file.
http://www.mediafire.com/download/6spfufuact956yi/pentomino.blend
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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.
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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.
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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.
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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
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- Download ZIP,
- Open ZIP, go to "utils" -> "blender",
- Extract bob_plugin.py to Blender Foundation -> Blender -> 2.77 -> scripts -> addons,
- Launch Blender, File -> Import/Export -> BombSquad Mesh.
Hope it helps ;) Good luck with your characters and maps! :D
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What's the status of sharing maps and characters with the mod manager?
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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:
- Looie,
- Zill,
- AVGN,
- Ronnie.
Maps:
- Toilet Donut,
- Pentomino (best for CTF!).
Enjoy :)
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I have bombsquad for mac, how do I add the characters/maps on there?
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Is it possible to make the toilet donut map race-compatible?
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You can jump over the hole and it could be difficult to make loops, but I can try.
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Got some errors while exporting the logo.
Blend file
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Fixed in 4139374. The automatic triangulation didn't trigger for flat objects.
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@TheMikirog I'm not sure what you mean. The screenshot looks like some 3D modeling software other than Blender (probably Maya?).
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@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.
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Hey please make a video on how to make maps and characters. i have blender and i already learn python
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but where is the bob export file and where can i download it
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How can i join tex and models together
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@yash2879 You need to associate the textures and models in the map definition like I've tried to explain here #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
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@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
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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!
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Hi gusy I need for e prgram that creats maps in bomb squad for android !
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@Ertoni @Redioni Have you tried Blender with the BombSquad plugin?
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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...
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hey Mrmaximer ai have a idea to create a charter with the name Rock
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Ai can get a image for charters and can create a won of ju
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Or a adher
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Can help me to do this map whait
si this map
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Sorry is a problem
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Hi is a won one AI need to converter my charter plz Mrmaximier ,TheMikirog,vvvid or Others
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hello
please tell me how to install the addon .bob to blender
after select the archive to install this addon don't appear in the list of addons
my mistake was i download the .py file, i copied from the web and paste in the .py file and it's works correctly
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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
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.
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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 !
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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
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Related Issues (20)
- How to update my fork? HOT 1
- Please HOT 1
- Has anyone figured out how to enable full 3D movement while flying? HOT 16
- I am going to share this repository's mods from my repository HOT 2
- Add new bombs to Bombsquad HOT 47
- how i can use this mod games in server ? HOT 13
- ALL GAMES ARE BROKEN AND CRASH SERVER HOT 12
- problems regarding smash.py HOT 1
- bob_plugin.py doesn't work in blender 2.8 HOT 15
- Does there anyone know how we generate node types we want? HOT 3
- UPDATE PLS HOT 2
- Mod Manager not showing
- not working on current version HOT 1
- Update This Please
- installer.py not working
- When will the new version for latest bomb squad be out? HOT 1
- Can you make the character workflow addon for blender 2.79?
- Mod manager not working HOT 4
- i can,t download the mod manager
- Outlines
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