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Beta HUD remaking

Beta HUD LEGO Racers Mod

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18 replies to this topic

#16
Le Vee


Hey Rob, in the project there are the maps of the circuits of your "Map revamp project" too. Can I add them to the mod?


You may, but is it a good idea? Maybe the potential users of this bèta HUD would only like to instal the bèta HUD and not the revamped maps also. So you could make two PatchIt! patches (one for bèta HUD only, and the other for both) and add them to the .zip/.rar. That way users have the choice.

Actually, why do that at all? I wouldn't think your HUD images would conflict with the map images. So instead of making two mods, make a mod containing only your files, and if someone wants both, they can install his first (for the map and small speedometer) then install you'd with the enlarged version and beta HUD.

#17
Jack Bluebeard

But in the mod there are not only the maps and the beta HUD, but other things such as other bricks of different colors on the menu, I changed the sound (sfx) of each circuit, making it same as what you feel when the demo plays (King Kahuka). Aside from that I also modified the file PELVIS.ADB, causing the player when turning with the car does not bend to the right or to the left, like the NPC. I also modified the level order, making it as the one of the beta version. So in conclusion I would put the material belonging to the beta (HUD, level order) in a folder, all the additional material (bricks, the PELVIS.ADB, maps and audio) to another folder.



#18
RobExplorien

But in the mod there are not only the maps and the beta HUD, but other things such as other bricks of different colors on the menu, I changed the sound (sfx) of each circuit, making it same as what you feel when the demo plays (King Kahuka). Aside from that I also modified the file PELVIS.ADB, causing the player when turning with the car does not bend to the right or to the left, like the NPC. I also modified the level order, making it as the one of the beta version. So in conclusion I would put the material belonging to the beta (HUD, level order) in a folder, all the additional material (bricks, the PELVIS.ADB, maps and audio) to another folder.

The topic title is a little deceiving then, if you're planning to add all this. So you mix bèta and NPC characteristiscs in this mod? Is that a good idea you think, just asking your opinion. Oh I see.



#19
Jack Bluebeard

We have said that in an X version of Lego Racers all the parts that should be transparent in texture are visible, as you can see. But there is a detail: in the yellow circle there is the position indicator of the car of the player, in the green circle there are the indicators of the position of the AI. Don't notice a difference?
The moving indicators (yellow circle, speedometer) are not written as common textures, instaed stationary textures (green circle) are normal texture and can be easily modified. After this discovery we just have to find where they are written.
 
gallery_7207_355_44109.jpg
 
Thanks to Jamesster for the beta screenshot  ;)




Also tagged with one or more of these keywords: Beta, HUD, LEGO, Racers, Mod