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Veronica Voltage
Rock Monster and 3 others reacted to lol username for a topic
Replaces player model 7 by default (the female construction worker) but you can change the file names to fill whatever character slot you want. Shares a few files with the Classic Rocket Racer mod. Download4 points -
LEGO Racers 2 Custom Sound Effects
Cirevam and 2 others reacted to le717 for a topic
In this tutorial, I will be showing you how to make custom sound effects (SFX) in LEGO Racers 2 or LEGO Drome Racers. This tutorial is very easy, and will not take more than 10 minutes. Do note this following steps recreate the original audio format exactly. It may be possible that certain steps are not required. Requirements LEGO Racers 2 or LEGO Drome Racers, since this tutorial works in both. However, I will be using LEGO Racers 2 for the tutorial. >UNGTC for extracting/compressing GAMEDATA.GTC The newest release of Audacity (I am doing these steps on Windows, other platforms should be similar). You can use any other audio editor as long as it supports the required file format. List of sound file names you want to change. I am going to be modding the files SELECT.AIF and HORIZONT.AIF, located at GAME DATASOUNDSFRONT END Some sounds to serve as replacements for the originals. I am using the Windows 8 sounds tada.wav and chord.wav from %WinDir%Media Got all the items? Good, let's get started! Directions Extract GAMEDATA.GTC using UNGTC, and browse to the GAME DATASOUNDSFRONT END directory when it is done. I recommend making a new folder entitled Vanilla Files ("Vanilla" meaning clean, unedited), moving GAMEDATA.GTC, COMPRESS.INF, and FILELIST.INF into it in addition to copying the newly extracted files into it as a backup. You will have to move the first three files to a different place to recompress anyway, so now is a good time to go ahead and do that. While that is going on (or if you have done it already), open Audacity, and import the audio. In this image I have imported tada.wav. For this step, you get to choose which action to take. The original game SFX uses 22050 Hz audio, but the engine also supports 44100 Hz audio, which allows for your sounds to be of higher quality. If you want to recreate the original audio format exactly or your audio is not already 22050 or 44100 Hz, follow the steps below, substituting your desired value. Otherwise, if your audio is already in one of those frequencies, skip down to step 4. Change the Project Hertz (Hz) drop down menu from 44100 to 22050. Select all your audio (<Ctrl + a>), go to Tracks>Resample, select 22050 in the resulting dialog, and press OK. With all the audio still selected, select Tracks>Stereo Track to Mono. This is an important step! The game will crash if you attempt to use Stereo audio. You may need to turn up the volume of the SFX a tad depending on the volume of the audio. Do this by moving the arrow in the track settings on the left toward the plus sign. For tada.wav, I needed to turn it up nine (+9) dB. With the audio attributes in place, select File>Export. Select AIFF (Apple) signed 16 bit PCM from the Save as type: drop down menu, and name the audio according to the original file name (in this case, SELECT.AIF), giving it the .AIF extension. Save it to your Desktop, or other easy-to-access location. You will get a box asking if you really want to save using that particular extension. Click Yes. This happens because AIFF audio is usually saved with the .aiff extension instead of .AIF. Either rename the original audio files in GAME DATA (what a coincidence LEGO Racers uses the same folder name but without the space...) to something that helps you identify it is an original file (SELECT.original.AIF, for example) then copy/move the new files in its place, or you could have exported straight to Program Files. I usually copy/move to bypass Administrator rights errors and have a "holding pen" if I can't test the mod right then. Repeat steps 4 - 9 for HORIZONT.AIF. If all went well, you have successfully created your very own LEGO Racers 2 Custom Sound FX mod! Video Both the proof-of-concept video for this tutorial and very first SFX mod for this game.3 points -
All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)
Quisoves Potoo and one other reacted to Fluffy Cupcake for a topic
Hi! Just thought I'd make a dump on my discovery with WRLs so far. They are located in \GAME DATA\SAVED WORLDS\ Index: (N/A Means I haven't looked at that section yet) Starting Position Static Object & Golden Brick Mobile Object, Bonus Pickup & Vortex Award Display Boulder Spitter Map Marker Ambient Lighting Point Light Directional Light (N/A atm) Model And Spot Light Checkpoints Checkpoint Supervisor The Pits Weapon Pickup AI Quad AI Section AI Supervisor (N/A atm) Camera Cinematic Camera Cinematic Target (N/A atm) Spinner Spline Spline Linker Spline Skeleton (N/A atm) Skeleton (N/A atm) Land Patch LEGO Terrain Surface Manager (N/A atm) Water Sheet Foyer Hot Spot Sea Water Course (N/A atm) Waterfall (N/A atm) Steam Point Kill Boxes Kill Sphere Sky Box Clouds (N/A atm) FlareCircle (N/A atm) Sun Flare (N/A atm) World Rain World Snow LEGO Stomper Mech Firework Layer Manager (N/A atm) World Properties Reverb Gateway (N/A atm) Reverb Area (N/A atm) Reverb Init (N/A atm) Sound (Very Incomplete) Minifig Script Trigger Wheel (N/A atm) Thruster Mobile (N/A atm) Layer List Rotation Reference: R1 = Forward Backwards Tilt R2 = ??? R3 = Side to side tilt R4 = ??? https://en.wikipedia.org/wiki/Quaternion Starting Positions (cRaceStartPos/cFoyerStartPos): Description: The starting position of a vehicle, weather it be in a race, exploration, battle, or bonus. The following list goes in chronological order of how they appear in the file. 78 Bytes in Length These are offsets from the beginning of the section, header included. Position: Px = 58-5B Py = 5C-5F Pz = 60-63 Rotation: R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Static Objects (cGeneralStatic & cGoldenBrick): Descriptions: Static: The majority of objects in the world that don't move when touched. Golden Brick: The bricks that help you proceed though adventure mode. These are the ones that are not collected by winning races. 100 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory = 80-FF Mobile Objects (cGeneralMobile/cBonusPickup/cBonusVortex): Descriptions: Mobile: The majority of objects in the world that move when touched; Bonus Pickup: The pickups that are in the bonus game. Bonus Vortex: What you touch in adventure mode to enter a bonus game. Mobile Objects: 114 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 X = 58-5B Y = 5C-5f Z = 60-63 R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Collision Type (sound) = 7C-7F 82-83: Setting this to anything higher than 00 4A will make the player unable to push the object. Model Directory = 90 Difficulty [Vortex Only] = 100-103 Award Display (cAwardDisplay): Descriptions: Basically a static object, but with two models. One model or the other gets shown based on win/lose conditions. 183 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory (Goal Incomplete) = 80-FF Model Directory (Goal Completed) = 100-183 Fireworks (cFireWork): Description: Basically a simplified version of static objects. All fireworks coordinates seem to play follow the leader to the last firework entry that appears in the WRL. 63 bytes long Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 64-67 = ??? Boulder Spitter (cBoulderSpitter) Descriptions: It spits out boulders. You know, like the craters on Mars or the Volcano area on Dino Island. 84 Bytes in length XYZ = 68-73 Rotation = 64-83 Launch Power: 78-7B ?: 7C-7F Frequency: = 80-83 Map Marker (cMapMarker): 6C Bytes in length Layer: 24-27 XYZ...?: 58-63 Ambient Lighting (cAmbientLight): 5C Bytes in length 58-5A = RGB Values (Last remaining following offset, #5B, is unknown, possibly alpha) Point Light (cPointLight) Length = A0 XYZ: 88-93 RGBS#1: 58-67 RGBS#2: 68-77 RGBS#3: 78-87 (S = Strength, defaults are 3E and 3F) Dirrectional Light (cDirectionalLight) Length = 94 RGB?#1: 64-73 RGB?#2: 74-83 RGB?#3: 84-93 Model And Spot Light (cModelAndSpotLight) (Found on Xalax, those lights at the top of the area) Length = 13C Light XYZ: 68-73 Light Rotation: 74-83 Model Location: 88-93 Model Rotation: 94-A3 Model Path: BC-? Checkpoints (cCheckPoint): 1C0 bytes long Layer: 24-27 Label = 28-3F [Posts] Visual Position: X = 58-5B Y = 5C-61 Z = 60-63 Visual Rotation: 64-73 Model Directory: 80-99 (unsure about 99) (there are different types!) ID: 100 4 bytes (offset) after the ID comes the 'next' checkpoint setting. This determines what checkpoint comes after that one. 4 bytes after this are alternate 'next' checkpoints, there can be up to three. ???: 114-117 Pass-Thru(?): Bottom Left Corner: X: 12C-12F Y: 130-133 Z: 134-137 Top Left Corner: X: 138-13B Y: 13C-13F Z: 140-143 Top Right Corner: X: 144-147 Y: 148-14B Z: 14C-14F Bottom Right Corner: X: 150-153 Y: 154-157 Z: 158-15B ???: 15C-1A3 ??? (This part is vital nevertheless): 1A4-1A7 ??? 1A8-1AF Arrow (yes, you can be a little bugger and missguide the player. ): X = 1B0-1B3 Y = 1B4-1B7 Z = 1B8-1BB Checkpoint Supervisor (cCheckPointSupervisor): 11F bytes long Layer: 24-27 Starting Lights Glow Appearance: 58 (at which checkpoint does it appear) The Pits (cThePits) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF Weapon Pickup (cWeaponPickup) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF AI Supervisor (cAISupervisor): FC in length AI Quad (cAIQuad): BC in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Bottom Left Corner: X: 58-5B Y: 5C-5F Z: 60-63 Top Left Corner: X: 64-67 Y: 68-6B Z: 6C-6F Top Right Corner: X: 70-73 Y: 74-77 Z: 78-7B Bottom Right Corner: X: 7C-7F Y: 80-83 Z: 84-87 Center: X: 88-8B Y: 8C-8F Z: 90-93 Next quad?: 94-97 Alternate Next Quad?: 98-9B AI Section (cAISection): 1C4 in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Next Section?: 58-5B Alternate Next Section?: 5C-5F ???: 7C-7F ???: A0-A3 Point 1 Coordinate: A4-AF Point 1 Unknowns: B0-C7 The last x is repeated 7 more times (each section being 24 bytes long). Here is a guideline anyway. Point 2: C8-EB Point 3: EC-10F Point 4: 110-133 Point 5: 134-157 Point 6: 158-17B Point 7: 17C-19F Point 8: 1A0-1C3 Camera (cCamera): 8C Bytes long Untested:(when jumping to these positions they seemed logical) XYZ Location: 70-7B Rotations: 7C-8B Cinematic Camera (cCinematicCamera): 78 Bytes long Layer: 24-27 XYZ Location: 58-63 Rotations: 64-73 Spinner (cSpinner): 7F Bytes long Label: 40-? Layer: 24-27 Spin Speed: 64-67 Splines (cSpline): X Bytes Long (Dependant on number of points) Layer: 24-27 Label = 28-3F Binding = 40-57 58-5B = ? Ammount of Points: 5C-5F 60-63 = ? 64-67 = ? For the remainder of the class it is just points. For every point this is the structure breakdown: XYZ: 0-B Rotations: C-1B ???: 1C-1F Spline Linker (cSplineLinker): Layer: 24-27 Label: 28-3F Names are what is being linked together Spline Name: 40-57 Spline Name 2(?): 58-6F Object Name: 70-87 ???: 88-8B ???: 8C-8F ???: 90-A7 Land Patches (cPatch) (Use: Land patches, like the ice on Arctic for example) XYZ: 58-63 Rotations: 64-73 (see static objects for more details on XYZ and Rotations) Terrain (cLegoTerrain) Description: It's the terrain you drive on! Length: 187 Layer: 24-27 Label: 28-3F Px: 58-5B Py: 5C-5F Pz: 60-63 R1: 64-67 R2: 68-6B R3: 6C-6F R4: 70-73 Terrain Directory = 80-FF ???: 100-103 X Scale: 104-107 Y Scale: 108-10B Z Scale: 10C-10F Note: Changing scale seems to affect the world's edge boundaries ??? (Seems to crash when changed): 110-113 & 114-117 Textures X Scale: 120-123 Textures Y Scale: 124-127 ??? (Usually alawys FF FF FF FF): 130-133 Some Kind Of Listing....?: 14C-??? Foyer Hot Spot (cFoyerHotSpot) XYZ = 58-63 Spot #: 68-6B Water Sheet (cWaterSheet) 1F8 long Layer: 24-27 Texture Directory: 58-80 Reflection Texture Directory: -157 (leave blank if no reflection) Location X: 158-15B Location Y: 15C-15F Location Z: 160-163 Rotation 1: 164-167 Rotation 2: 168-16B Rotation 3: 16C-16F Rotation 4: 170-173 The Sea (cSea) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Height: 170-173 Rise & Lower Magnitude: 174-177 Fade Out Distance: 178-17B RGBS Tint: 17C-17F (used for things like evening on Sandy Bay for example, S = Strength) Material: 70-? (can either be a .mip, although you refer to it as .tga or .ifl which is a text file with a list of textures (aka animated)) Steam (cSteamPoint) Layer: 24-27 (untested, but most likely) Location: 58-6C Rotation: 64-73 (untested, but most likely) Colour: 74-77 (I believe there might be more to this section, but there will be a lot of trialing to do) Kill Box (cKillBox) 6F in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 ???: 64-67 Box Size: 68-6B ???: 6C-6F Kill Sphere (cKillSphere) 67 in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 Sphere Size: 64-67 Sky Boxes (cSkyBox) Length: 90 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Model Directory: 58-?(D7?) World Rain (cWorldRain) Length: 5C Layer: 24-27 World Snow (cWorldSnow) Length: 60 Layer: 24-27 World Properties (cWorldProperties) Length: 5C Gravity: 5A-5B (Default: -19 float) Sounds (cSound) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Object of attachement: 58-6F(?) (see label under objects) Sound Path: 88-? Fade In: 13C-13F The point between the outter rim (max distance) and 100% volume. http://i952.photobucket.com/albums/ae10/Segatendo/LR2/OMBGcSoundFADEIN_zpsvzhsz2to.png Maximum Audible Distance: 140-143 Minifig (cMiniFig) Length: 78 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Minifigure: 58 (range: 00-36) Location of minifig: 5C-67 Rotation of minifig: 68-77 Script Trigger (cScriptTrigger) Length: 16C Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Location of trigger: 58-63 Triggerable Distance: 64-67 Directory of 1st script: 68-E7 Directory of 2nd script: E8-167 ???: 168-16B O.T. Perhaps this info could be a start to someone making a tool?2 points -
Time for yet another minifigure modeling process
Fluffy Cupcake reacted to Ben24x7 for a topic
Hullo all! If you read most of my posts and whatnot from a few months ago (or further) you might remember the time I tried to create a Lego Minifigure and it mostly failed: I have decided to start again but carefully. I have already made the minifigure head and I thought of plastering on a minifigure face to show how it fits (which needs to be improved): Top view: Bottom view: Next I will be working on the torso... when I get the time. Also I won't be able to model the whole minifigure, I'll only model the easy parts (head, torso, waist (the thing that holds the legs) and the arms).1 point -
LR2 texture modding
lol username reacted to Fifi La Fume for a topic
It's WIP. The face needs to be downsized and the torso is a little off, also needs a text mod and a textbox icon. After these things are fixed, you bet it'll have a release! Without Jamesster, the hat wouldn't be possible. Big thanks to that hella bro.1 point -
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LEGO Racers 2 Custom Sound Effects
le717 reacted to JrMasterModelBuilder for a topic
Great tutorial! I can confirm that this works perfectly in Drome Racers!1 point -
LR2 texture modding
Car CrazeXVI reacted to le717 for a topic
Using XnView MP, which is cross-platform, unlike Irfanview.1 point -
LR2 texture modding
Car CrazeXVI reacted to lol username for a topic
For future reference, Irfanview loads the original MIP textures perfectly.1 point -
LR2 texture modding
Car CrazeXVI reacted to Fifi La Fume for a topic
More in the madness of LR2 texture modding:1 point
