Posts by Foxnyu

    Hi red51 and the JIW Games team,


    First of all, thank you for Rising World. We're a father and son slowly recreating the city of Memphis from Assassin's Creed Origins at real scale, and the game is perfect for it. ^^


    To preview our growing blueprint collection outside the game, we're building a small offline viewer (helped by an AI assistant, Hermes Agent with GLM 5.3): a single self-contained HTML file (Three.js, opens with a double-click, no server) that reads .blueprint files directly. So far we have reverse-engineered the container (LZ4 block compression) and the 105-byte construction records (position, quaternion, size, type, texture, surface offset/scale, thickness), and we extract the real construction meshes from models.bin so the shapes match the game. Our parser is verified field-by-field against an independent reference implementation.


    A few rendering details still don't match the game, and black-box analysis has taken us as far as it can. Any hint — even one line per question — would help enormously:


    1. **Rotation convention.** Are the quaternions stored exactly as Unity consumes them? Empirically, negating X and Y of the quaternion (equivalent to conjugating through a Z mirror) reproduces the game for rotated elements. Is that the intended interpretation, or is there an engine-side step we're missing?


    2. **Negative sizes.** Some elements carry negative size components (e.g. cones with size (-0.05, 0.15, -0.05)). We take negative scale to mean "mirror the mesh" — is that correct?


    3. **Surface editing.** For cylinders we know surface_scale.x is the top/bottom radius ratio. We also see surface scale on plain blocks: a 0.5×1.5×0.5 block with surface_scale (0.5, 1, 0.5) whose top face must shrink to 0.25×0.25 to meet a pyramid on top — the numbers match exactly. How do surface offset and surface scale combine for arbitrary construction types, and which face(s) do they act on?


    4. **Arcs and arc corners.** Arcs (types 15/16/17 in definitions.db) come out flipped in every blueprint we test. Their meshes have an origin offset from the bounding-box center (e.g. 0.318 in Z for the arc), and definitions.db lists pivotaxisflip = Z with pivotincluderotation = 1 for them. Does the game anchor these constructions at the mesh's original pivot rather than the bounding-box center? And does pivotaxisflip imply a mirror at render time?


    5. **Rotation snapping.** Some elements store quaternions a few degrees off axis-aligned, yet they appear perfectly axis-aligned in game. Does the game snap construction rotations to 90° multiples?


    6. **Format documentation.** Is there any official documentation of the .blueprint format you would be willing to share? The project is personal and non-commercial; the viewer stays strictly offline and we don't redistribute any game assets.


    Thank you very much for your time — and for making such a moddable, blueprint-friendly game.


    Best regards, ^^

    Juan & Juanma (with Hermes and GLM 5.3)

    It used to work like that for me, but now it spills, not that like a block in the world I work in, there is an area that is with static water, but whatever I put in again makes it look like water in real life.

    I have a suggestion to improve the game in the NPC section, put a route for example the soldiers and I think that for everyone in a town, so that they do not go at their own pace, which disappears or fall into the water and drown, also that they can sit on a bench or on the floor and put him to sleep have meetings as if they were talking.
    Include Hippos and Crocodiles that attack on land and in water.
    In the terrain section, set the color palette to have a greater range of shades, like the terrain blocks that can be changed to the color we want, this would be good to create another world that is not the earth.
    Some of these ideas are from when I played Minecraft.
    I hope this can be scheduled.

    Red in the previous version, in the F8 tool we could use a base texture and when it finished building it changed to the corresponding textures, in F8 it looked for the texture, clicked on it and left for the changes.
    With the F5 water blocks in previous versions, the water could be raised to the height you wanted, now it spills out leaving only one block, even if I set it to 8 blocks, if I have a pool at a height that is not above the ground it will falls.