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  1. 4 points
    jamesster

    Rock Raiders Toolkit - LWO and UV exporting in Unity

    https://github.com/Terrev/Rock-Raiders-Toolkit This is a Unity toolkit that exports models to .LWO, and optionally .UV as well. It means you can author Rock Raiders models free of LightWave, and use proper UV mapping for the first time since none of us have UView (and who'd want to use it these days anyway?). You'll probably just want to use planar textures most of the time though, as you'll see later... Why Unity? So I didn't have to do a bunch of model importer and UI work, and cause there's been success using Unity for these sorts of things before (The Legend of Mata Nui - I made a dumb level editor for it - and someone also made a level editor toolkit in it for Dark Souls). Also, I *might* eventually look into LWS animation support, which could use Unity's built-in animation tools. No promises if that'd even work though. We'll see. TUTORIAL, PART 1: SOLID COLORS + PLANAR TEXTURES First, download Unity. https://store.unity.com/download?ref=personal Then download the toolkit - here's a direct link to a zip of it: https://github.com/Terrev/Rock-Raiders-Toolkit/archive/master.zip Open the project folder in Unity, and off you go. (You'll probably have a newer version of Unity than the version last used for this project - that's fine, it'll automatically upgrade it.) Once it's open, load the scene called... uh... "Scene". This scene has some lighting settings that I find convenient for this, already set up. (Default scenes in Unity have yellowish directional lighting and blueish ambient lighting, etc, to mimic an outdoors environment. I prefer to work with plain white lighting for this.) The default Unity layout will look a bit different from this - I prefer the Tall layout (Window -> Layouts) so that's what you'll be seeing here. Oh, I also prefer a one-column project tab. Anyway. Let's import our custom model. Make a new folder for it in the Project tab (use the + icon), then click and drag it in. (Note that if your model has textures, they must be imported at the same time as or before the model for Unity to assign them properly. Otherwise you'll have to manually assign them later.) You'll also want to make a "Materials" folder inside your new folder (it can be named anything, really). Then, in the model's import settings, click "Extract Materials..." and select the Materials folder you made a moment ago. This will expose all the model's materials for you to edit. Select them all, and change the shader to Rock Raiders. You can also change the shader to Rock Raiders Transparent - there's no difference between the two when it comes to saving a LWO, it only affects how they're displayed in Unity. The transparent version of the shader will just display transparency in Unity, while the other one won't. Now click and drag your model into the scene. The position, rotation, and scale it's at in the scene will be applied to the final exported model, so if you drag it directly into the 3D scene view, make sure you set its position to 0, 0, 0. Most models in Rock Raiders have a basic 1x1 LEGO brick as 2.5 units wide, and a plate is 1 unit high. (Some things, like minifigures, are scaled differently in their LWOs, then brought into scale with the rest of the game by other means such as their animations, so you'll have to compare to vanilla models to get the right size.) The model I'm importing here - a custom Electric Fence - is originally built in LEGO Digital Designer and then converted/exported to OBJ. In LDD, a brick is 0.8 units wide, and a plate is 0.32 units high (it's based on real life measurements in millimeters). So to bring it into scale with Rock Raiders, we have to scale it up by precisely 3.125. Now, let's set up planar textures. This is by far the most common texturing method Rock Raiders uses. The idea is you'll project textures from either the X, Y, or Z direction, like a film projector on a screen, and you can adjust the size and position of it. These will apply per material, so that's why I gave the tiles we want to texture their own unique materials on front. Import the textures you want to use, if you haven't already - I'm just using ones present in the vanilla game. Also assign them to the materials if needed. Don't really worry about how they look in the editor; we'll be setting up their size/position in a moment. But what values do we want for Texture Center and Texture Size to make it look right? Go to the Rock Raiders menu up top, and click Add Planar Texture Helper. Also do Add Measuring Tape - we'll use both together. Select the things you just added in the hierarchy tab, and move them wherever. To use the measuring tape, select an end of it, then press and hold V to use vertex snapping. Grab it by the bottom vertex of the pyramid, and snap it to a vertex on your model. Repeat for the other side, and voila! You can measure how far it is from one vertex to the other. You can also look at the Measuring Tape script on each of the ends to see the distance in case it's hard to see in the scene view, or automatically align the ends on an axis. With a couple measuring tapes, we can see the area we want to align our texture to is 2.5 units high and 5 units across. If you remember the standard Rock Raiders scale mentioned earlier, you may not have even needed to measure it. So let's change the scale of our planar texture helper to 5 on x (width), and 2.5 on y (height), and vertex snap it to the tile. Then, drag the material you want to set to this size/position into the Material slot in the Planar Texture Helper script, and click "Apply to material". We'll also do this to the material for the tile on the other side - we don't even have to move the planar texture helper in this case, since they're aligned on the axis we'll be projecting from anyway (z). If you look at the materials now, you'll see the values we want have been copied over. You can also change the axis the texture is projected from here - tick the box for x, y, or z. (The first one checked will apply; if none are selected it defaults to z.) You won't see how the planar texture will truly look in-editor, but if you use the planar texture helper, you should know what to expect. You may also have to make rotated/flipped copies of textures sometimes to make them face the way you want, as the original developers did - that's just a limitation of planar textures. Let's do some finishing touches, making the neon green bits transparent and luminescent. Now let's save it as an LWO from the Rock Raiders menu! It will export an LWO of whatever object you have selected, and its children. (This means you can also combine models by making them the child of the selected object; click and drag one model into another.) If nothing happens, look at the log - chances are there's a material in the model that doesn't have a Rock Raiders shader, and it'll let you know there. The Rock Raiders shader is needed so materials can have all the info needed for the LWO. And here's the model in-game! TUTORIAL, PART 2: UV FILES You can also save a UV file along with your LWO. This lets you use the UV mapping from the model instead of planar textures - for example, here's Sparky's head from LEGO Racers 2 ported to Rock Raiders: This method comes with various restrictions, however. Which rolls into the next section. TUTORIAL, PART 3: THE FINE PRINT (WAIT THAT'S ALL FOR PART 2?) Yeah. So here's some quirks, limitations, and other bits of trivia you should know about: The color value is entirely overridden by the texture in-game, if the texture is present. In Unity the color will tint the texture, they'll be blended together - that's just because I'm not actually sure how to mimic the logic of how the game does it with shaders in Unity (if that's even possible lol). Be aware that the "diffuse" value simply darkens the surface as it approaches 0. This is different from a lot of other programs, where "diffuse" is what the color value is called. Go ask the LightWave folks why, I guess (though apparently they outright removed it in later versions of LightWave). Additive Transparency means transparency is determined by the brightness of the color, where black is entirely transparent. This is most commonly used with textures, for things like smoke particle effects - so only the lighter, colored portions of the texture are visible. It technically does work with solid colors/no texture though. The Transparency slider is only for use without textures - if combined with a texture, it won't look correct. There's another method of doing transparency in Rock Raiders, where a single specified color is treated as transparent and everything else is not - this isn't handled in the LWOs though, but instead, the texture names. "Texture is a sequence" is for use with, well, sequenced textures. It simply adds the " (sequence)" text at the end of the texture path. "Write relative texture paths" probably doesn't have any effect, but let me know if you find out that it does. It has an effect in LWS files regarding the shared folder, but I have yet to find an effect in LWO files - the game seems to check the local folder for the texture, then the shared folder, regardless. I'm including it just in case. Pixel Blending controls if the textures appear smoothed out, or pixelated (think Minecraft). See this topic again for examples. If a texture is specified, but the game cannot find it, it will treat it as though it's using a solid white texture. Using a UV file will make every material on the model use a texture. If you haven't specified a texture for a material, but use a UV file, the game will see it as a texture it cannot find, and that material will be white in-game. (This actually happens on one of the Lava Monster legs in the vanilla game - one of the texture paths is just "null". Look at their legs as they walk and you won't be able to unsee it!) This means if you want a simple solid color on a UV mapped model, it'll still have to use a texture. This also means you can't use the transparency slider properly with UV mapped models, since everything requires a texture. If a model has no defined UV coordinates, but a UV file exported, that geometry will be given default UV coordinates of 0, 0. Using a UV file will force pixel blending to off; all textures on the model will be pixelated. This seems like either an oversight, bug, or something they were just okay with (the only prominent models in the vanilla game to use UV mapping are the lowest poly Rock Raider, and the Lava Monster). Seams/splits in UV maps will cause hard edges in the shading wherever they lie. This only applies to UV files, not planar textures. It's a pain in the ass. See the screenshot below, and the second reply in this topic for an explanation of why this happens. There's probably other quirks and limitations that'll be found as people play around with it more. Have fuuuunnnnn~
  2. 4 points
    Dilvish

    LEGO and RPG Maker

    First post. I hope this is the right sub-forum. Anyway, several years ago I started making a strategy RPG in RPG Maker using graphics created in LDraw. Here are some videos. https://youtu.be/yyabknNfsR8 https://youtu.be/AFnHTKgOA9A https://youtu.be/MTkwaZ4Y7f0?list=PLov7Lq9jgP0HoegSIMg9KPChvD54XzYSy I will probably not be making further updates. The combat scripts were never completed, AFAIK, and RPG Maker simply is not designed to handle complex layered sprites of this type. Just thought somebody might be interested. [edit] Not sure what the proper way to embed YouTube videos is.
  3. 2 points
    aidenpons

    [LRR] More Sandwiches

    Are you tired of your raiders behaving themselves? Are they actually doing work and being sensible? Then you need: more sandwiches! Now when your Rock Raiders go to shovel, pick up resources, or reinforce a wall, they'll eat a sandwich instead. > Download Requires an up-to-date version of Cafeteria that can handle Patch System 3 (or higher). Plop in Mods folder, enable, and enjoy the sandwiches. (Technical note: Drilling Walls and Firing Lasers would require slightly more effort to do, so they're not sandwich-i-fied. I might fix both of these later)
  4. 2 points
    Zorg_Sinister

    Technical Difficulties .png

    From the album: Stuff in blender

  5. 2 points
    Zorg_Sinister

    Rocket by the tracks.png

    From the album: Stuff in blender

  6. 2 points
    spacepals

    Retro LEGO Comics/Storybooks/Animated Cartoons General Discussion

    Well everyone, long time no post. But I feel as if I owe folks an update! I've been doing research and collecting on Jim Spaceborn ephemera and have connected with folks in the community who are also passionate about the comics and its preservation. This Sunday I'm going to be giving a presentation at Bricks Cascade in Portland, OR on Jim Spaceborn and today, I found my holy grail: Jim Spaceborn 2 in ENGLISH! My buddy and fellow LEGO historian Skot Kirkwood is going to be taking this home tonight to scan and digitize it's contents, and I'll report back with more updates, and there's so much I can talk about here, I feel like there's several things I can catch folks up on, including original signed page from Frank Madsen, a new interview and of course this incredible find :-) Here's some pages I took today! I'm very excited to share this with everyone if all works out. Also included at the convention is a close-to-model replica of the Spearhead and other ships from the comic! I really want to be more active with the stuff I find, so if anyone has any questions I would love to share!! I'll be making some posts later tonight with development/production photos of the comics from a recent interview I acquired as well! Cheers, Eniko :-)
  7. 1 point
    Cyrem

    Mighty Miners

    To be completely honest, I'm more interested in this remake than Manic Miners. First and foremost I value traditional programming (rather than visual) like you've done here. Most of your effort has been toward the game play first before graphics, an excellent direction. Lack of advertising for popularity and honesty about your intentions with this shows you're just out to build a good solid game, which I admire. Unreal is even more bloaty than Unity. Though I realize your intention was to develop this into your own game with no RR assets, it would be great if this was open source, myself or someone else would happily pick it up and continue it should you decide to do other things. That said it's your project and I'm sure anyone can respect your choice as to what you will do with the project. You've done really well.
  8. 1 point
    Zorg_Sinister

    Knights Kingdom's Bad Guys.png

    From the album: Stuff in blender

  9. 1 point
    Ksyon

    Mighty Miners

    Possibly. I've been acutely aware of the lack of attention I've gotten over the past few months, even when I was updating regularly, and I figured that everyone was just happy with Manic Miners and the demand for my own project just wasn't there, so I have been considering other options for my "first release". My current plan was to get out tiny demos of other ideas and then put it to a vote on my Discord channel on which project to develop further; my hope is to have that ready by Mid-May, at the latest. If the people here voice a lot of support for Mighty Miners in the meantime, I may come back to focusing on this, otherwise I'll make a post here announcing when the other demos are done and the poll is open, so that people here can take a look and cast a vote, either for Mighty Miners or another game, if one of my other concepts catches their fancy.
  10. 1 point
    jamesster

    LWO to OBJ (and now XML), specifically made for Rock Raiders models

    HEY SO IF YOU EXPORT MODELS OF STUFF WITH .UV FILES (PARTICULARLY THE LAVA MONSTER) and notice "well gee, there's hard edges visible in-game, why aren't there in the exported models?" that's because there seems to be a bug (probably?) in the game where it introduces hard edges along seams in the UV map: I'm not implementing it into this exporter cause a) it's probably a bug they never noticed or bothered to fix cause UV files were used on so few things in the vanilla game, and b) it'd be kind of a pain in the ass so if you reeeaally wanna mimic how the lava monster actually looks in-game, just add hard edges wherever there's UV seams I guess. lol. f****ing 90s 3D games man
  11. 1 point
    jamesster

    Rock Raiders Toolkit - LWO and UV exporting in Unity

    Ok, so. Pushed an update that fixes hard edges appearing whenever vertices are split in any way other than by normals/shading - well, almost. Turns out that seams in UVs from a UV file will *always* cause hard edges in the shading. Why? Despite how the LWO and UV formats store things, at the end of the day, a vertex can only have one of each attribute - one position, one normal, one UV coordinate, etc. (Well there are such things as multiple UV sets but that's not relevant to how this works or the problem at hand pls don't nitpick I mean they're just yet another set of attributes anyway right so like it doesn't matter that they're UVs at all blarghghgh.) So when you have to have a seam in your UVs, or a hard edge on a corner, you'll actually ultimately end up with split/duplicate vertices - identical in every way, sitting in the same place, except they might have different UV coordinates for a seam in the texture, or different normals to form a hard edge. Here's a really nice visual explanation I always point to. Though in this case, the problem has more to do when this occurs with UV splits. So what's the problem exactly? Well, the LWO format doesn't store vertex normals - the game calculates them upon loading. If vertices are split, that'll result in a visible hard edge. That's a-ok. Except, when you add UV coordinates to the mix, suddenly you have to split some of your vertices for those texture seams. This is pretty much functionally identical to unwelding them to control the smoothing of your model. If you do this step *after* you've already calculated your UV coordinates, you're fine. Your new split/duplicated vertices will still have normals that line up with each other, and so there won't be any visible seam. This is what the game does for planar textures - after all, planar textures are just info on how to calculate UV coordinates. But when the game instead loads UV coordinates from a UV file, it splits vertices to accommodate them *before* calculating the normals. And so, there end up being a lot of split vertices - and thus hard edges - you didn't intend there to be, wherever there's seams in the UV map. That's what seems to be happening anyway. There could be more weird factors to it. God knows what the game's really doing. Have fun with that :DDD
  12. 1 point
    Zeroject

    Lego Racers Remastered

    To anybody following this development, im just gonna say that its little hard to work on the game right beacause of the corona outbreak. I will still try to do as much as i can in the weekends but in normal workdays i cant do much because my teachers are bombing us with stuff because or finals are comming soon. thats the only thing i have to say i hope you doing great and follow the rules your country has given you and stay safe.
  13. 1 point
    Cyberbrickmaster86

    Lego Racers Remastered

    I am fully on board with this remaster. I won't make suggestions for new features, since it's only the beginning of development and I don't know how sophisticated of a remake/remaster it's going to be. But I will say that if you want to give this a name outside of the Lego IP if necessary, my choice of a name would be: Build-It Racers. I only say this, because the unofficial remake of Lego Rock Raiders is called Manic Miners, so I'm just thinking if dropping the Lego ID might be the way to go.
  14. 1 point
    Zorg_Sinister

    The Brickster.png

    From the album: Stuff in blender

  15. 1 point
    Zorg_Sinister

    Ogel.png

    From the album: Stuff in blender

  16. 1 point
    Zorg_Sinister

    Dr. Inferno.png

    From the album: Stuff in blender

  17. 1 point
    Zorg_Sinister

    Director Icon.png

  18. 1 point
    Zorg_Sinister

    Ogel Icon.png

  19. 1 point
    Zorg_Sinister

    Johnny Thunder Icon.png

  20. 1 point
    Nokedli

    Lego Racers Remastered

    Nice! What kind of remaster are you trying to do like recreate the maps or just get the game files of maps?
  21. 1 point
    aidenpons

    Pass the Torch

    However, bootleg Lego bandits have as much structural strength and fire resistance as a small piece of paper towel. As the incandescent light from the burning torch reached their empty black eyes, their faces started to melt - then as the torch drew nearer, the bootleg hands fell out of their sockets, the shoulders fused to the torso, and then the molten legs collapsed under the weight of the liquid above, reducing these bandits to a funny-coloured puddle on the floor. Dave passed the torch to Generic Rock Raider #003, nicknamed as "Stupidity" for the amount of times he'd been teleported up to the LMS explorer, teleported down again, and then teleported up immediately after due to trying to repair erosion that was already lava. Stupidity carried the torch a short while (having already tried to eat the flame to see if it was edible) before he came along a narrow chasm, which his pathfinding was telling him he couldn't go over.
  22. 1 point
    jamesster

    Lego Racers Remastered

    Playing around with stuff like this is a great way to figure out where your strengths lie and what you have the most fun doing. My advice is to keep poking at it, try a bit of everything, and don't worry too much about making things perfect - you'll keep finding better and better ways to do things as you go. Just sit down, have fun, and make something, anything - even if you're just blindly plugging away at it without a single clue as to what you're doing at first. Plug every question you have into Google, and check out sites like the Polycount wiki, it links to a boatload of helpful stuff: http://wiki.polycount.com/wiki/Polycount
  23. 1 point
    grappigegovert

    LEGO Racers car screenshots

    I recently took some the time to make some close-up screenshots of all the cars in LEGO Racers for someone that wanted to re-create them. I figured to just share them on here so someone else might get some use out of em. There are 4 images of each racer: a side view, two images from the diagonal, and a top-down image. The images are cutouts of screenshots I made in-game by setting the racer's car and the camera in the same exact locations each time.
  24. 1 point
    Unsure how much any of this has been discussed in years past. Had some chats with Cire and others about all this a few months back and there was a lot of shrugging and new discoveries, so maybe it's time for a topic. .uv files These only exist for the lowest poly minifigure (triman) and lava monster, as far as I know. Most models in the game use other methods of texture mapping (planar textures), but these files have specifically defined UV coordinates. The game will check for .uv files for every model, and if they're present, try to use their coordinates. The format is super simple, and text based, try opening one in a text editor and you can see how they work. These files may have been created by a custom tool DDI made (which also did a zillion other things), or by something called UView, according to Karl. It sounds like the process may have changed at some point, and his memory was fuzzy on which tool was used in the end. (A forum upgrade broke that link...) (Sadly, a forum upgrade broke that link too...) For more, see the full topic: http://www.rockraidersunited.com/topic/2132-wow-people-i-am-both-stunned-and-impressed/ Bartvbl thought he'd found a possible lead for UView and posted about it there, but I didn't want to spam more quotes than necessary. Back in December I wanted to get the triman model into Unity, so I manually transplanted the coordinates from the .uv files into exported .obj versions of the models (with a little bit of trial and error to figure out the order the coordinates should go in, etc). Here it is next to the highest poly minifigure (which lacks textures, since none of the export methods I tried generated UVs from the planar texture info...). This is also why the game will crash if you replace the VLP minifigure files with HP versions without removing the .uv files; it'll be trying to apply the UV coordinates to a model with way more verts than those defined in the .uv files. Is there a need to figure out how to make new UV files? Probably not. We can already do planar textures, 99% of the vanilla game uses them, and that's usually good enough. You probably only need to look into them if you want textured exports of the triman or lava monster. .x files The game has copies of some models in a standard .x format. Is the game capable of loading them? Did an artist just save in the wrong format accidentally and never remove them? Were they for some other purpose? Who knows. Nobody's looked into them that much, apparently. They've got proper UVs generated from the planar textures, though, which is nice. (Which appear flipped in the program I'm using in the screenshots below but such inconsistencies are aggravatingly common in 3D things...) Some chat logs from December: [8:49 PM] Terrev: whaaa [8:49 PM] Terrev: LP_SmallWheel.x [8:49 PM] Terrev: are these.... [8:50 PM] Terrev: GD_Standard.x [8:50 PM] Terrev: just standard directx models? [8:53 PM] Cyrem: I think the colours are good [8:55 PM] Cyrem: @Terrev textures seem messed up [8:55 PM] Terrev: yeah, flipped [8:55 PM] Cirevam: No, that's because you're in Australia [8:55 PM] Cirevam: It's right-side up for me [8:55 PM] Terrev: I'm just curious why there's random directx models sprinkled around the vanilla game [8:55 PM] Cyrem: haha [8:56 PM] Cyrem: that is odd and I never noticed [8:56 PM] Terrev: presumably not used for anything? [8:56 PM] Cirevam: It would be great if LRR could read them [8:56 PM] Cyrem: wonder if it can [8:56 PM] Terrev: welp, one of you test that, I should go get food soonish [8:56 PM] Cyrem: I'm busy getting coffee [8:57 PM] Cirevam: I'm busy making mods that will never get used [8:57 PM] Terrev: hmmmm [8:57 PM] Cyrem: @Jobbo its in your hands [8:57 PM] Cirevam: :thinking: [8:58 PM] Jobbo: I'm busying setting up The Room movie night (And then nobody looked into them further. Oops.) Texture filtering (pixel blending) Back in January I noticed texture filtering in LRR was inconsistent, and Cire tracked down what controls it. Look at this minifig, for example - the front of the torso (but not the sides or back) is getting point filtering (think Minecraft), the face is getting bilinear filtering (smoothed out). Another example is the Power Station. The sides have point filtering to get a nice crisp look between "bricks", the front is getting bilinear filtering. And the stripes are getting point filtering. Maybe they had their reasons for these choices, but it looks a bit odd to me. I attempted changing it, which worked!... Kinda. All the surfaces in the lwo that I didn't touch broke, somehow. Oh well. Cire explained what had happened (something about garbage data) but whatevs, I didn't care to poke at it much more. Here's the surface settings that control it, with the sides and front of the vanilla Power Station for an example. I'm unsure if the "texture antialiasing" option is used by LRR, but "pixel blending" is. Also note that Lightwave/the modeler seems to render models in its viewport ignoring the pixel blending settings for surfaces. Instead it changes how it renders textures based on distance, for whatever reason. It doesn't affect the models of course; just don't be surprised when they don't look like you'd expect within the modeler. Controlling usage of the shared folder More from December and January (all of this is, actually). This post is already lengthy so I'll cut to the chase, important parts in yellow. [9:08 PM] Terrev: is there anything in the LWS files that reference the shared folders [9:09 PM] Cirevam: The filepath of the model, but exporting the file again makes it lose that somehow [5:18 PM] Terrev: LWS files are plain text, and looking at Big_teleport.lws I'm seeing two types of file paths [5:18 PM] Terrev: Z:\Lego\Data\Buildings\BIGTeleport\TP_SideSlab.lwo and \\Mother\lego\Meshes\Lowpoly\Buildings\Big_Teleports\Teleport.lwo [5:19 PM] Terrev: maybe if the path is relative it looks in shared? [5:20 PM] Terrev: I'd been toying with the idea of making a tool to automatically patch LWO and LWS files with paths to your own working LRR directory [5:20 PM] Terrev: to make loading with lightwave less of a hassle [5:21 PM] Terrev: LWS files would be easy enough but I'm scared to touch the binary LWOs lol [7:48 PM] Cirevam: I think I know how to make it point to Shared but it involves manually editing links in the LWS file to point to the imaginary locations that the devs used [7:48 PM] Terrev: hmm if the file paths in LWS files work like I think they might, you could make a little tool to automatically point them towards any world\shared files that exist there [7:48 PM] Cirevam: They look like LoadObject E:\LEGO Media\Lego Rock Raiders\Data\Buildings\ToolStation\SchneiderCS.lwo [7:49 PM] Cirevam: BIGTeleport's animations have links like LoadObject \Mother\lego\Meshes\Lowpoly\Buildings\Big_Teleports\Teleport.lwo [7:49 PM] Cirevam: \\Mother is obviously not a valid location [7:49 PM] Terrev: I think I literally posted that exact path in this channel a little ways up haha [7:50 PM] Terrev: I wonder if it's just the "does it start with a path to a drive or just \\" part that matters [7:51 PM] Terrev: and not the actual path beyond that [7:51 PM] Cirevam: Testing [7:51 PM] Cirevam: LoadObject \\Teleport.lwo This will surely work [7:57 PM] Cirevam: Hooray, the game doesn't care what the path is [7:58 PM] Cirevam: I will try to replace it with a different model just to make sure [8:02 PM] Cirevam: Looks like we're good to go! \\objectname.lwo will force the game to look in World\Shared [8:04 PM] PWNZOR: Will it still default to the local folder? [8:05 PM] Cirevam: No, I changed Teleport.lwo to Bigwheel.lwo and the game loaded it [8:05 PM] Terrev: [galaxy brain] put everything inside world\shared [8:05 PM] PWNZOR: plz no [8:05 PM] Cirevam: PLZ YES [8:05 PM] Cirevam: This knowledge will save me dozens of MB [8:07 PM] Cirevam: But really, the animated teleport beam effect I'm using is 8.06 MB and I duplicated it for each ship that's using it [8:07 PM] PWNZOR: e.e that's huge man [8:08 PM] Cirevam: 64 512x256 pixel 8-bit bitmaps
  25. 1 point
    jamesster

    Loading .uv files in LightWave

    For those who don't know, in the days of Rock Raiders' development, LightWave didn't have built-in functionality for UV mapping. This wasn't exactly great. So another company, CineGraphics, made UView, a program that could interface with LightWave and do UV mapping! It cost like 700 bucks. https://groups.google.com/d/msg/comp.graphics.apps.lightwave/Z4eU-fBcF5g/7QCmsagFK2YJ http://web.archive.org/web/19981205124926/https://www.cinegraphics.net/Products/uview.html It seems CineGraphics is still around, but their own link to UView leads to the web archives: https://www.cinegraphics.net/ https://web.archive.org/web/20010803011902/http://cinegraphics.net/product.php?location=UView Karl thought that UView was probably used for LRR, but wasn't sure: Later, LightWave overhauled their format and also added built-in support for UV mapping, rendering UView obsolete. But, there's a plugin that loads ye olde UView (.uv) files into newer versions of LightWave, turning their data into modernized UV data stored right in the LWO file: http://www.dstorm.co.jp/dsproducts/FreePlugins/Image_IO/UView_Import.html And lo and behold, it works with LRR's .uv files! Guess that confirms DDI did use UView. For like, the two creatures in the game (triman and lava monster) that use .uv files, anyway. Just be sure to read the readme; in short, you have to manually select the texture image and assign it to the surfaces due to a limitation in the plugins system. But it works! So is this useful for modding? Not really. In order to make .uv files that LRR can read, we'd either need UView itself (seems to be lost to time?), or a custom tool. I'm currently working on the latter. But hey, we know what originally produced them, at least. And if for some reason you want to directly upgrade LRR models to newer versions of LightWave, you can I guess, lol.
  26. 1 point
    Xevengar

    Lego Racers Christmas Edition

    Release Date: Available Now Download Link - Lego Racers Xmas Edition How to install: Swap the Lego.jam file in your lego racers folder with the one in the download link Description: Hello everyone, how is everybody doing? I know this may seem a bit early and weird, but here is the deal, I'm currently making a project for fun and I plan to share it with you guys, so I'm putting this up here now so a larger audience knows about it. So, what is this Christmas Edition? Every year since I was younger, I play me some Lego Racers in the x-mas holidays, as well as "Christmas Nights Into Dreams". For those that are not familiar "Nights into dreams" is one of the most popular games for the Sega Saturn, and they released for free a demo called "Christmas Nights" which basicly is the original game but with christmas themed levels, bonus etc etc. I decided to work on something similar for Lego Racers, and I have been working on it for some time now, so I'm close to being finished. The mod will include: -All original tracks will be "christmasfied" (snow, decorations, new skies etc) -Some tracks will be more "complete" (More trees, ships etc) -New Christmas inspired minifigs -New skins for bosses -New paintjob for boss's and minifig's cars -New color for warp powerup (it will be red instead of blue) -Green colored brick in build menu instead of blue - and possibly more stuff since there is still time for the time being I leave you with a couple of pictures. I Hope you enjoy what you see here so far! Take care and have fun! Download Link - Lego Racers Xmas Edition
  27. 1 point
    Lorin

    High Quality LEGO Island Music - downloads!

    Lego Island 1 Music production memories: I was the guy they pulled in to overlook the music for the product, though Wes Jenkins, Kyle Bogertman and various Mindscape management people were way over my head. I picked some and supplied some, and resources were tapped that were beyond my choosing. At that time, I lived in Sausalito, CA on a houseboat that contained my studio, a nice deck and the usual necessary rooms. Wes and Kyle lived in San Francisco on Van Ness at the time, so the Golden Gate Bridge was between them and me. Most of the work that I did myself was done alone on my houseboat. Flying Rhino Studios was where we recorded musical additions, voice parts and did most of the audio mastering. We had regularly scheduled meetings at Wes and Kyle's place to discuss game details, musical submissions, etc. During those meetings, we usually listened to music submissions, played with large Lego sets while building the world. And drinking beer. When we needed to refine some of my submissions, Wes and Kyle and occasionally other players would visit my place where I'd edit the music to match lyrical content they'd come up with. And we drank beer. At the time, in the world of computer-based video games, we were doing stuff that was considered to be impossible. Hah. It was not a fast process. We couldn't share audio files online at all, everyone who played together or sang had to get together at "real life" locations. At one point, I had encouraged Wes and Kyle to join me to see "Polkacide" live, because they were insane. We went, we saw and heard, we got pummeled in the polka-crazed mosh pit (while chugging beer) and decided that they should definitely be included. They were included. While I did the majority of the synth/sampler-type music, I wasn't the only one who got on the project. A few other excellent composers and players got onto the project. I won't name any names because no matter how many I mention, some might be overlooked. Everyone involved did creative original musical work. There were times when some great and highly amusing musical pieces had to be dropped, having been deemed inappropriate for children of the age in the demographic the game was intended to serve. But some of it has gotten out anyway, and since the kids who grew up with the game are now adults, who cares? I will say that even though it didn't work out for any of us financially in the end, the creation process involved in that game was exceptionally detail-oriented along with being just lots of fun to have worked on. The whole group involved in that project (and others) later joined together to record bi-weekly comedy radio broadcasts as "Radio Shorts". That was aimed at an older demographic target audience, so it got considerably more "blue" at that time. It was an exceptional time with the merging of exceptional people who all just wanted to do their part and have fun. And that's what we did. Lorin
  28. 1 point
    jamesster

    Black Squares All Around [LEGO Racers 1]

    Try running the game with the -alphatrans exe parameter. (Create a shortcut to the exe, right click it, go to properties, and add -alphatrans to the end of the target path.) You can also add other parameters like -novideo to skip past the unskippable LEGO Media intro and whatnot:
  29. 1 point
    Brickome

    Information From The Lead Programmer of LEGO Island

    So me and Dennis Goodrow have been talking lately It's really amazing what he can remember. The head spinning is amazing, the engine being setup for future titles, and well I can't even say how excited I am for all of this amazing information!
  30. 1 point
    JrMasterModelBuilder

    LEGO.jam File Extractor

    With some help from the file format information jamesster found on Xentax I have made a JAM extractor. For the amount of information it has to process, it's rather fast, but it will hang there for a bit as it processes all the files (so have patience). Without further ado, here it is: JAM Extractor Latest Downloads: Windows 32-bit Windows 64-bit Mac 64-bit Other Links: All Downloads GitHub Repository Extract your download to find the main "JAMExtractor" executable (all files are required, do not separate them or it will not work). Usage You can run it by the command line or, on Windows, simply drag-and-drop the LEGO.JAM file onto the main executable and wait for it to finish creating a folder next to the original file. To recompile, simply drop a folder onto the main executable and it will create a JAM file. >If you have the 1999 version of the game, it is unnecessary to rebuild a JAM archive. It is possible to have the program also print the files being processed as the program runs if you add an "--verbose" to the arguments. >Still need a GUI? Check out this topic. Important Notes The LJAM file format does not allow file or folder names to contain more than 12 characters. As of version 1.0.2, the program will skip over file and folder whose names are longer than 12 characters. Thus, any files and folders you create within the JAM archive's folders that have names longer than 12 characters will automatically be excluded when creating a new JAM archive. Older versions would only use the first 12 characters of the name as the file name and would include them. Alternately, you can use the source code from the GitHub repository with a Python interpreter. As of version 1.0.2, JAM Extractor is compatible with Python 2.7 and newer, older versions are compatible with 3.0 and newer.
  31. 1 point
    I finally revised my recreation of the L.M.S. Explorer. Here is the picture and its description, that I uploaded yesterday: Finally I managed to fix the problems, that I have found in my older version of the ship. Due to having a faster computer it was way easier and much faster to work with LeoCAD (loading the file takes ~ 5 seconds), though I recommend saving all the time since the program can crash (I have two saves in case, that the program crashes during saving. That way I always have another save). I fixed quite a lot on that ship: -added teleporter/radar dishes at the bottom -added elevator shaft to the back of the bridge -changed the outside of the bridge a bit -modified the front to make it look more like in the videos and the magazine (thanks for uploading that picture, Ringtail ) (it means, that it is more narrow now and that I changed many elements on it) -changing the width of the whole ship a bit (reduced by 4 studs) due to the changed front -the upper layer is a bit wider due to the changed front -flat side walls (+adding black lines) -changed the antenna on top of the front -changed the dark grey structure next to the antenna on top of the front -changed the colours of the sidewall windows (although I probably have to change them again) -changed those dark grey openings/windows on top of the teal stripes etc. (they are one instead of two types now and they contain transparent elements now -changed the dark grey pit in front of the bridge -added Power Miners -changed the structure with the eleven domes, that you can see behind that top antenna -changed the area between the bridge and the dribes -changed many grey areas to dark grey ones after checking the sources again -removed useless bricks inside the ship -stuff, that I have forgotten to mention There is still room for improvements on that ship, but I like it more than the older version. The next thing will probably be a poster with pictures of the ship from different angles. I think, that I will also upload the ldr-file (can be used for LeoCAD and LDView. Mabye other programs, too). P.S.: The extended intro of Rock Raiders was also helpful for improving stuff like the front.
  32. 0 points
    Zeroject

    Lego Racers Remastered

    Hey Everyone im back with the same type of game i want to create or rather Remaster. What i have been doing in this time of being away with no updates i have learned. Unity (Kinda). Blender. Substance Painter and Designer. i have already made som of the bricks and a car with wheels The textures on the models is not done, they are just paint with roughness on blender. The lego car can move in unity with some wierd wheels bugs that im trying to fix. Here is a link to the video of the car moving. I'm using wheel Colliders to get the car feel more real (sounds stupid when its a lego car) i want the player to feel the map where it shifts from maybe road to mud that you can feel the car driving diffrent. I hope you the community can come with helpful tips or ideas or even help develop this game. So the reason why im doing this. I want to be a game dev when im done in High School and take a Software Developer Education in Games in University. this is for test to see if i really want to make games and to try my skills to the fullest.
  33. 0 points
    ProfessorBrickkeeper

    LEGO Education - Park Scene (Zoomed)

  34. 0 points
    Jessietail

    LIME (LEGO Island Music Extractor)

    I did. Doesn't mean I can't confirm it as false even though you presumed it. Why wouldn't GARAGE? ALL the SI files have audio in them, besides the ones with video.
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