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Showing content with the highest reputation on 02/22/2013 in all areas

  1. lol username

    LDD2OBJ

    I didn't create this program, I am simply redistributing it under the GNU General Public License. Download Requires Python. Extracts LDD's Assets.lif file via JrMasterModelBuilder's LIF Extractor (which was also released under the GNU GPLv3; see "License (LIF extractor).txt"), then converts the resulting extracted .g brick models to OBJ format - please note that textured bricks are not yet supported. Again, not made by me (feel free to redistribute it yourself, don't worry, the programmer is OK with it), but I have tested it and it works perfectly. Simply extract the zip, locate Assets.lif (found at "C:Program Files (x86)LEGO CompanyLEGO Digital Designer" by default), copy it to the same folder as the program, and run LIF2OBJ.jar.
    1 point
  2. Sadie Meowsalot

    Profile Suggestion and Bug Report

    You can just as easily link to them in the 'About Me' section of your profile, like Lair has.
    1 point
  3. Thank you for welcoming me to the forums. I honestly suggest sticking to the Rock Raider type of gameplay, but expanding it's creative and exploration capabilities. I've heard it wont be "Lego" which I believe is a good idea, but in order for it to be a game people would play and enjoy for a long period of time you have to make it unique in it's own way without making it complicated. Think of a age of empires type game, base on creation and exploration rather then war and exploration. Then you add hazards, monsters., and maybe even a way to interact with other players on a local or global scale. Having randomized levels that stretch infinitely is a brilliant idea, but you need a way of incorporating these maps to allow for a multiplayer experience or a single player experience. people tend to enjoy the creativity of minecraft and enjoy the adventure and organization of Rock Raiders , finding a middle point is key to great success. I am very anxious for what may be pull off from this, but believe I could be of great assistance to story or gameplay ideas. If interested in my assistance let me know, otherwise those or my opinions. Thanks:) Puffdragon23@hotmail dot com
    1 point
  4. DDI: Are you still looking for help with this project? If so, what kind of help? I heard you mentioned programmers. Please elaborate. Also, I put emphasis that I want full control over my levels/scenarios. Will there be a sandbox mode? If so, what will it be like? Will there be the possibility of having a mode where the player is free to play across the entire planet, not levels made in a map creator. What I mean is, a "Play on the entire planet" mode. Essentially, there won't be level size restrictions, but stuff like minecraft infinite map support would be used. I'd also imagine that the world would be split into sections/bases to make it manageable for the player. The AI would have to be quite automated in many cases too, as it's humanly impossible to control 14 bases at once with countless rock raiders, miners, and explorers. How will Rock Raider's "Eye View/Shoulder view" modes translate to this game? Essentially a first person roleplaying game where you can assume control over any of your units at any given point in time and do anything with them? Or rather, if the player chooses a miner, the player does the miner's job at risk of that raider (the player) being disciplined by his superiors if he doesn't do his tasks. Likewise, if the player assumes control of the commanding officer, the player can issue orders to rock raiders directly through that commanding officer (such as walking around yelling at your subordinates and pointing here and there and commanding them to do things). Suggestion: A MMO mode where everybody plays the game in the form of a first person roleplaying game going about the tasks set out by the commanding officers who in turn will be controlled by players -- and the only ones presented with a RTS control mode ingame through devices like ingame computers. More questions: Any more words on Linux and other OS support? How much will the game cost?
    1 point
  5. alan

    Tutorial: Changing car sound

    I tried every of the 80 sounds in the GENERAL.SBK and now created a list of which sound is what: 80 Amount 321.pcm 3,2,1 sound or Kahuka's honk block.pcm sound when sth. hits the shields brake1.pcm brake of player brake2.pcm brake of player btmout.pcm hit sth. hard canhit.pcm hitting bullet e.g. in Race 2 of Basil's Circuit cansht.pcm launching bullet (not from player or opponent) cansus.pcm Basil Race flying bomber at end-sound cursehit.pcm curse while driving cursesus.pcm curse of mummy 'gate' engine.pcm player's engine enhan01.pcm collected 1 white brick enhan02.pcm collected 2 white bricks enhan03.pcm collected 3 white bricks form.pcm Respawn of power ups go.pcm GO!-Sound gpwdrdrp.pcm two vehicles scratching with their sides against each other (thanks to RobExplorien) gpwdrsus.pcm Yellow and 1 White: flying backwards grphit.pcm grapple Metal Hit grppull.pcm grapple pulling grprel.pcm another sound of grapple grpsht.pcm throw grapple grpsnap.pcm Metal grapple Fail grpsus.pcm another sound of grapple hitcar.pcm car hit sound hitenv.pcm ANother hit sound horn01.pcm Player 1 Honk horn02.pcm whistling honk (high-low) horn03.pcm Player 2 honk horn04.pcm Old Honk with Kinda Fail horn05.pcm Old working Honk horn06.pcm Redbeard's Honk idle.pcm player engine in idle position mdrop.pcm place 'Yellow with 2 White bricks' mmine.pcm 'Yellow with 2 w. bricks" tractor beam sound mtrap.pcm caught in tractor beam octact0.pcm Green (0 white) startup octact1.pcm Green (1 white) startup octact2.pcm Green (2 white) Startup octact3.pcm Green (3 white) Warp sound Startup octexp0.pcm green (0 white) extinguish octexp3.pcm Come out of Time Warp octsus0.pcm light rumble sound, Belongs to Green0 octsus1.pcm light rumble sound, Belongs to Green 1 White octsus2.pcm flying rumble sound, Belongs to Green 2 White octsus3.pcm belongs to TimeWarp, same as octsus2 oildrp.pcm drop Oil (yellow0) oilhit.pcm opponents slipping on oil oilsus.pcm oil bubbling power.pcm drive through time warp rockhit.pcm rocket (red, 3 white) hit rocksht.pcm Rocket launching rocksus.pcm (Rocket flying sound) Unknown to me shield1.pcm Blue 1 white shield sound skid.pcm Unknown Sound??? skrcar.pcm Dangling car sound (fast hits) skrenv.pcm Another Car hit sound slide1.pcm Powerslide start slide2.pcm Sliding sound soff.pcm Shield fade out spin.pcm Player on Oil or sth else spinning around sput.pcm Deceleration sound (thanks musiclover350) start.pcm Player engine startup tire1.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) tire2.pcm friction of wheels with surface, resulting in a screeching sound (thanks to RobExplorien) turbo.pcm Sound when opponents drive into Time Warp and tire sound when starting any turbo wndexp.pcm wand going away wndhit.pcm wand hitting wndsus1.pcm Lightning active sound of wand wndsus2.pcm Lightning passive sound of wand block1.pcm sound2 when sth. hits the shields block2.pcm sound3 when sth. hits the shields enhbonus.pcm Exchange of power ups grphtenv.pcm grapple failing mrel.pcm tractor beam (yellow 2 white) fade out octexp2.pcm Some sound belonging to green with 2 white bricks shield0.pcm shield blue 0 white sound shield2.pcm shield blue 2 white sound shield3.pcm shield blue 3 white sound eengine.pcm opponent's engine sound One bad thing is that you can't change the sound of when you stop accelerating (so you put your hand away from Arrow up when driving). This sound seems to be hardcoded anywhere. Maybe anyone can find it? A cool thing with the engine.pcm is that you can insert any other sound there (it has then different pitches, depending on how fast you drive). A cool engine sound is shield2.pcm or shield1.pcm and as idle sound use shield0.pcm. The bad thing about that is the sound that is probably hardcoded and so you still hear the normal engine sound when stopping to accelerate (in german: 'den Wagen rollen lassen'). When you want to change some sounds, make sure they are placed there where you want to have them. For example you want to remove the player's honk and give him redbeard's honk. Then you write horn06.pcm where the player's honk is set (horn01.pcm). So you just change horn01 to horn06 and then you recompile, ...
    1 point
  6. RockRaider

    LEGO Galaxy Squad

    I just noticed this thread now... and I couldn't agree with you more. I wanted that stuff so badly when it came out. >.<
    1 point
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