BlockShapes Menu and new Shapes

Discussion in 'FAQ & Feedback' started by Hummel-o-War, May 14, 2019.

  1. Jeffglobal

    Jeffglobal Commander

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    @5hinzou, I did one of the blocks in this pic as my first 3D mock up I think:
    [​IMG]
    [​IMG]
    What I didn't realize was the second adjacent block is NOT just this block rotated...so I'll do that one too. [update] I was right the first time, those 2 blocks are just one block, I made the "second block" and it looks like the first block...verify you're seeing what I'm seeing...
    [​IMG]
    I did this other block from this pic:
    [​IMG]
    [​IMG]
    Verify that's the shape you think it is too.
     
    #161
    Last edited: Jun 8, 2019
  2. Jeffglobal

    Jeffglobal Commander

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    @5hinzou , this block is the one that connects to the prior block I just posted. The one that connects to the "star" in the pic above:
    [​IMG]
    Please verify this is the same block you were seeing...
     
    #162
  3. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Not sure how this works technically, i am afraid. Will forward the question.
     
    #163
  4. CyberMech

    CyberMech Commander

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    1 more thing which is very lacking in the game - new CB trusters: 2x2x2 size, 1x1x4 (height, width, length).
    google translate.
     
    #164
  5. Jeffglobal

    Jeffglobal Commander

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    hehe, no worries. The reason why I asked above is because it has consequences on how to organize and use the blocks in game too, e.g., IF that Cube Quarter block in the example really only gets counted for once in the game engine, not where it exists in the space, then you could also have a right click menu and have the block, in some/all it's possible placements, like an RMB menu, Example:
    cube quarter RMB menu Single Layer.jpg
    This idea can be generalized to any block of similar type, i.e., can be placed around the volume of the space and provides builders with another possibility.

    Which opens the possibility of having regular blocks like the standard slope block (the block that is a diagonal half block) extend it's slope over 2, ..., 4 (or more) blocks giving the builders fading slopes, all in a RMB menu, so the display stays parsimonious. Like when you RMB click on the legacy windows, with windows of various lengths and sizes...Example:
    slope block RMB menu.jpg

    This way, the blocks that need to be organized doesn't blow up exponentially in the display menu, but still gives the builders so much more flexibility.

    This would alleviate the need to make every chiral block as a separate block created just by the placement within the volume, because it can be a choice in the RMB menu for that block shape. Like the block in comment #125, instead of having to make a block again and just move it to the other side of the available block space, having the original block, and then a RMB menu to have the block I made as a choice IF the blocks are handled with just a reassignment in the coordinate space in the available block volume keeping things organized and minimal. There was also a suggestion of the pgup/pgdn, rotate mechanic of a shape WITHIN the block space to do the same thing. Whatever can work.
     
    #165
    Last edited: Jun 11, 2019
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  6. Jeffglobal

    Jeffglobal Commander

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    Attached Files:

    #166
    Last edited: Jun 11, 2019
  7. Jeffglobal

    Jeffglobal Commander

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    #167
    Last edited: Jun 11, 2019
  8. Frigidman

    Frigidman Rear Admiral

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    What a convoluted mess that one is.

    For crying out loud people... learn a bit of design finesse and realize that not every edge and corner and slope has to be a perfect flat connection to any other kind of block there is. A disjoint adds visual flair, use a completely different block at an intersection, heck even sometimes a round half ball can add some interesting effect.

    But flat, everything is smooth, with no real visual distinction in joints/junctions? Meh =p

    Look to jrandall's creations on the amazing things you can create with few types of blocks.
     
    #168
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  9. 5hinzou

    5hinzou Ensign

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    They appear accurate. My apologies about the FOV, somehow taking screenshots seems to distort the image a little. Here's a link to a blueprint of the build so you can check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=1740191232

    Basically there's a number of things going on which combine the original gradually sloped Ramp A angles with Ramp C angles; there's also the reverse underside of Corner Double A3 and Corner Small B. It will make far more sense if you can see the blueprint directly though.


    I've edited the blueprint with additional parts showing where some additional blocks could go which I didn't mention before, but with bright green showing where they need to be cut down. I've also highlighted in bright pink (ahh my eyes!) the peculiar Ramp Connector E /F, peculiar in that they have a concave curve rather than a straight cut edge:
    Screenshot (588).png Screenshot (589).png
     
    #169
  10. Jeffglobal

    Jeffglobal Commander

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    Please draw in the lines for the shape you are thinking of... I also saw another area with a potential block, but I'm still on 9.7, so I can only guess some things until next week, hopefully... if possible until next week, when you name blocks, can you include the pic or arrow on the menu of blocks, so I can tell which one those are most easily.
    [​IMG]
    Notice with the POV at 40, the distortion is WAY less severe, (it's in the control menu options somewhere), though I don't like this distortion either...idr having such distortion in other games...except in Unity games...I have to play some other games and see if it's just me...
     
    #170
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  11. 5hinzou

    5hinzou Ensign

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    For that particular additional block, it would look like this:
    yQ6jgT8.jpg
     
    #171
  12. 5hinzou

    5hinzou Ensign

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    Here's the other one:
    Screenshot (590).jpg
     
    #172
  13. 5hinzou

    5hinzou Ensign

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    Regarding the reverse underside of Corner Double A3 and Corner Small B:
    Screenshot (591).jpg
     

    Attached Files:

    #173
  14. 5hinzou

    5hinzou Ensign

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    Regarding combining the original gradually sloped Ramp A angles with Ramp C angles there's a few pieces. I think you made most of them already, but just to be sure:

    Screenshot (592).jpg
    I've numbered the blocks 1-6. Block 5 btw is an already existing A10 block, but it has a rather odd concave curve instead of a straight cut edge as I've drawn in the screenshot.
     
    #174
    Last edited: Jun 10, 2019
  15. Jeffglobal

    Jeffglobal Commander

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    ok, I think those pics are helpful, but I still can't figure out how to upload my pics as attachments, so I don't use too much screen real estate...I'll number the blocks I've already done like the pic above so we both can follow the blocks made as I make them...now I see what you mean about the existing concave block.

    I'm gonna do some scifi doors today...
     
    #175
  16. Jeffglobal

    Jeffglobal Commander

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    @5shinzou, here are the six blocks as I understand them currently:
    5hinzou blocks together.jpg

    [​IMG]
     
    #176
    Last edited: Jun 11, 2019
  17. Jeffglobal

    Jeffglobal Commander

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    #177
    Last edited: Jun 11, 2019
  18. Jeffglobal

    Jeffglobal Commander

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    @Fried Toenail, suggested this block because he came across it in a compact build he was trying to make:
    Fried Toenail Proposed Block.png
    [​IMG]
     
    #178
    Last edited: Jun 11, 2019
  19. Fried Toenail

    Fried Toenail Ensign

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    Exactly what I described! Compact CV Class 0.76.. not even class 1.
     
    #179
  20. 5hinzou

    5hinzou Ensign

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    Perfect! I assume some will need mirrored versions, like block 5 already has in its A10 strangely concaved version. Thanks a lot for doing this! Let's hope they're implemented into the game.
     
    #180

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