Leaderboard
Popular Content
Showing content with the highest reputation on 12/25/2012 in all areas
-
LDD Developer Mode
marpe and one other reacted to Cyrem for a topic
You can do all that... OR 1. Open preferences.ini 2. Add the line: DeveloperMode=1 But I see you tried hard, props for that. BTW: It's been on this wiki since 2005: http://www.brickwiki..._developer_mode , so it should work for all versions.2 points -
How to get Lego Island working foolproof in Windows Vista and Windows 7
ticketstoloservile reacted to Baz for a topic
Bits and pieces were scattered all about both on this forum and elsewhere so I figured I'd just post it all together here. If you are having any trouble getting Lego Island to work on Windows Vista and Windows 7, just follow this step by step until it works. STEP 1: Prior to installation, open the CD's directory and make sure SETUP.exe and INSTALL.exe are set to Windows XP (Service Pack 2) or earlier (as early as Windows 95) compatibility mode by going into properties and clicking on the compatibility tab for both files. STEP 2: Install as normal, then before running the game, go to your CD directory and go to redistdirectx and copy the file d3drm.dll to your installation directory in Program Files x86/LEGO Island or whatever. Alternatively you can download download the file from here: d3drm.dll (via the zip file) and extract the .dll file there. STEP 3: Once in the install directory, make sure msrun.exe, ISLE.exe, and LEGOisle.exe are both set to compatibility mode as you did in step one. Also set these files to run in 256 colors on the compatibility tab. STEP 4: Open up CONFIG.exe and set it to run in 256 colors, hit 'advanced' and select Ramp Emulation under Direct 3D Devices (turning 'Flip Video Memory Pages' back on is fine), then click 'OK' to exit. This should fix a common graphics problem for computers that aren't compatible with Direct 3D HAL. STEP 5: Go back to your CD directory, go into [cd directory]/Lego/Scripts and copy all the contents of this folder into your install directory in Program Files x86/LEGO Island/LEGO/Scripts. This will allow you to run the game without using the CD, resolving any issues the CD might have. STEP 6: Test run the game and once you reach the information center, hit escape or click on the door and see if it bugs out and crashes. If it doesn't crash, you should be good. If it does, then you have a number of options. Apparently messing around with what compatibility mode you run in sometimes fixes the problem, but the only way I could fix it is by running it through Steam: http://store.steampo....com/about/ by adding it as a non-steam game shortcut in your Steam Library and running it from there. STEP 7: If that doesn't solve the crashing on attempting to exit, then a work-around is to let it crash, but save your game before hand by going into the bluebook and resigning in or making a new profile each time before exiting/crashing.1 point -
Tutorial: Skin Texturing
Rock Monster reacted to Jimbob for a topic
For my first tutorial on RRU, I'd like to make a simple guide on modding Lego Racers by creating custom textures for the models. These textures replace current textures, they don't add new textures. I've written quite a lot, you should be able to skim-read through if you don't have the patience. Preparing the Mod This is often standard procedure when modding, but if you're not aware of what to do, follow these steps. You will create a new directory for your Lego Racers game in which you can safely make a new texture mod. 1. Find the install directory of your Lego Racers game. 2. Copy the containing folder (LEGO Racers) and paste it in the same directory. Rename this new folder to something suitable, e.g. 'RacersModded' (I've purposely made it twelve characters for the next step). 3. Inside the new folder, you will find the LEGO.JAM. Download JMMB's JAM Extractor, and use it to extract this file. 4. You should now have two folders inside the main LEGO_JAM folder, 'GAMEDATA' and 'MENUDATA', ready for modding. Making the Skins The texture files for models in LEGO Racers can be found in GAMEDATACOMMON and MENUDATAPARTDB. While both use the same file, the former is for textures seen while actually racing, while the latter is for textures that you see in the menu section of the game. To mod a texture, you first need to download these template texture files, ripped from the PC game. Inside you will find a collection of files including heads, headgear, bodies, and legs. These are the templates you will use to create new textures. The textures are named using a simple system. Files containing 'CHST' refer to the torso, files containing 'DFLT' are the face, 'LEG(S)' are the leg of the model and 'HELMET', 'HAIR' and 'HAT' are obviously those pieces of headgear. In addition, files containing 'MAT' are for in-game AI opponent textures. None of these can currently be viewed, which is why you downloaded the template skins. I've given a small explanation of them below. So, you simply need to draw over the template files in any image editor to create new ones! The files must be saved as .BMP images, but can be in any resolution (so long as it is a power of 2), allowing for textures of a variety of qualities. Remember, the first four textures above will only affect the player textures - it is the MAT texture that is used for AI opponents. Adding the Skins All characters in the Lego Racers game have a two-letter name assigned to them which is used in their relevant texture files. Some characters (mainly bosses) have all four textures, while others will share the standard ones. The naming system for the racers are as follows (in circuit number order, followed by alphabetical order, the two letters to the left are the file names): You just need to change the file names of your textures to match the characters in-game, then copy the files into the GAMEDATACOMMON and MENUDATAPARTDB folders. Original Skin Textures I have ripped all of the skin textures from the game, and you can click the link below to download them (thanks Xiron for the HELMET2 texture). JJ's LR Texture Rips They are saved as BMP images with the exact same names of the game textures for your modding convenience I've kept the original screenshots I took below in case it's easier for people. Bodies Here are all the bodies found in the game. Faces Here are all the faces found in the game. Headgear Here is all the headgear found in the game. Legs This section isn't complete yet, as the method I used to work out the files doesn't quite work with legs. How the Textures Work To help even further, I have begun to determine how the game maps the textures onto the models. So far I have worked out the helmet, body and legs - feel free to use these textures as reference when creating your own textures. Helmet The yellow section is the main area. The white square at the lower-left is used for the rest of the helmet, and the line of colours above this is the visor. Chest The black areas are not used, and you can use the screenshots below to determine the rest. It is worth noting that in menu selection, the game uses the right hand to texture the left hand too, while in-game both hands use separate textures. In addition, the template textures have shading, suggesting that the textures may have been designed to be more advanced before the final release. Legs Again, the black areas are not used. The leg texture has (annoyingly) only three areas to colour. The yellow area is the main portion of the leg (thigh and that-lower-part-no-one-knows-the-name-of), and the green area is used for the belt section. The red area is used for the foot, sides and back, which unfortunately restricts texturing items such as shoes. Screenshots Recompiling The final step in texture modding is to recompile the mod. Once all the modified textures are copied into the folders, you can either recompile the main folder into a JAM file using the Jam Extractor, or run the game without the Jam Archives. Then, voila! You have successfully created a texture mod!1 point -
Infogodiac
Lair reacted to lol username for a topic
This image is actually 300 years old. He is now the really huge skeleton from the race track.1 point -
Bionicle: The Game Game Archive Extracting (Research and Tools)
lol username reacted to JrMasterModelBuilder for a topic
Uh, this is actually about BIONICLE: The Game which was released in 2003, not The Legend of Mata Nui cancelled in 2001. I do have one archive to TLoMN though, onua.blk, which was uploaded by Mark/DB a while back. As soon as we get our website back online, I'll give you the link. Haven't had much luck with those yet, but it appears to be RLE encoded as well. Anyway, I've been doing some research into the files when decompressed. The ones that look like audio files have a list of WAV file headers that have no "data" blocks in their "RIFF" blocks. The do have a "strm" block (which according to my research is a non-standard block) which contains 8 bytes, the first 4 of which sometimes UINT32 equal 0 sometimes not and the last 4 of which UINT32 equal something higher than 0. My initial thought was that these blocks reference audio streams outside the RIFF blocks but my attempts to create new WAV files by mashing up the headers and data into new files have been unsuccessful.1 point -
1 point
-
Tutorial: Skin Texturing
CaptainGolem reacted to lol username for a topic
... You unlock Veronica Voltage's car set and minifigure parts after beating all the time trials... :/1 point -
IT'S COMMING TO REALTIY
Phoenyx reacted to AcePilot90 for a topic
I like the Infomaniac for who he is, he's a hilarious character. Not his memes... I admit, They were funny at first, but Pascal really ruined it for me, with my own work, and lu9's Infoderpiac pictures... *shudder* Also, Infomaniac has white hands in LI1.1 point -
IT'S COMMING TO REALTIY
Phoenyx reacted to McJobless for a topic
This is getting out of hand. It was a little funny when Lair and Jamesster used it in moderation, but you guys are just taking the piss.1 point
