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IXS and Soccer Mania Developer Found!
The Ace Railgun and 5 others reacted to Zed for a topic
Martin Wood, who did Art Direction & Management for Island Xtreme Stunts and Character Models/Textures for Soccer Mania, has his own portfolio website: 11/13/15: Two years after posting this, I finally made an effort to contact him. In my message, I introduced myself and explained how I found his site. Specific questions about the games were not prepared yet, but I told him that they would be composed and asked later. The only question I had immediately was if he had any more images like the ones above. 11/22/15: I finished composing questions and sent them off in another e-mail (See last post on first page).6 points -
Respect The Classics, Man!
BobaFett2 and 4 others reacted to Antillies for a topic
Should have listened to your gut on this one. No where in the discernable universe is "oh well" a valid reason to do anything, least of which bumping a topic that had been dead for three years. Do. Not. Do. It.5 points -
Adult-Sized LEGO Watches Return
eagleeyedan and 3 others reacted to STUDZ for a topic
For those who are still a little old-fashioned and still wear watches (Myself included), you're in luck: Bricklink and The Brick Fan have reported that LEGO is going to release a series of official LEGO watches aimed at AFOLs. Dubbed the "LEGO Watch System", 25 different watches are planned and, much like the more commonplace children's models, you can customize everything from the band to the bezels. All sorts of colors and designs are in the pipeline, so if you like watches (and why wouldn't you?), be sure to keep an eye on this. They will be out by November, just in time for Christmas with a price range from $85-$185 (So these aren't just bigger watches; they're made from quality materials). For more images, click the latter link in the Sources! Sources: http://www.brickset.com/news/article/?ID=7841 http://www.thebrickfan.com/lego-watch-system-revealed/4 points -
New version of ROCK RAIDERS - update
Wognif and 2 others reacted to lol username for a topic
It looks good, but I don't think LEGO would react very kindly to something so similar to the real products being used in a video game - commercial LEGO-inspired games like Blockland have had to change their studs and pieces and all that to avoid running into trouble with LEGO. At the very least, I'd suggest changing the studs and tubes to something else, as that's what LEGO is the most concerned about. To give an example, here's what Blockland originally looked like: And here's what it looks like now, after LEGO required the developer to make it look less LEGO-y (note the changes made to the minifigures and studs): I'd recommend doing something like that. Different enough from LEGO to avoid legal trouble, but close enough to make it still look like LEGO. It can be a tricky balance to find, and right now, I think you're a bit too close to actual LEGO for comfort.3 points -
The Great Kanohi Project
le717 and 2 others reacted to Alcom Isst for a topic
Conceal that cough feeling with Cough-Huna!3 points -
The (slightly disturbing) Running Man
Jimbob and one other reacted to RobExplorien for a topic
Too late for most if not you already.2 points -
The Running Man Adventures! Episode 1: Meet The Family (higher resolution)
aidenpons and one other reacted to Drill Master for a gallery image
From the album: D.M. 1
Better Resolution, of MADNESS!2 points -
The (slightly disturbing) Running Man
STUDZ and one other reacted to Drill Master for a topic
Here you go. (Edited for better resolution.)2 points -
Main Menu - What do you want to see in it?
STUDZ and one other reacted to Alcom Isst for a blog entry
*cough*2 points -
All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)
Quisoves Potoo 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?1 point -
Canceled LEGO Racers... 4?
BerixMaster2010 reacted to lol username for a topic
Found this while looking up LR2/Drome Racers devs... http://www.simon.mooli.org.uk/AF/article/commercial.html More info on Ion Runner down at the bottom of the linked page. Also, I've never seen the Xbox version of Drome Racers in the wild... It's either really rare or actually never got released for some reason or another. I've only seen box art. I'm gonna try to contact this guy and see if he has any more info.1 point -
Respect The Classics, Man!
aidenpons reacted to STUDZ for a topic
Hey, I was just thinking about the old LEGO games, before Star Wars, Batman, Indiana Jones, Etc.................. I'm talking about the CLASSICS! You know, LEGO Island, Alpha Team, the ones not based on licensed themes. These classics have a special place in my heart, just because they had an original story, and WEREN'T repetitive. I think that LEGO Univers is bringing this trend back. I mean, the only non-licenced theme game in the last five years was LEGO Battles, and that failed... and I'm not talking about BIONICLE Heroes, either. But still, I just loved the creativity of most of the old games. I mean sure; they weren't the best, but they were fun while they lasted. Every now and then, I look back at those simple times when LEGO was churning out as much new games as themes... And I think of two things: 1) That was one of the reasons that LEGO suffered financial loss in 2004. 2) I long for those old times (minus the loss) Just my thought. Feel free to comment on what you think of those games.1 point -
Armed-and-Armoured Police Van
STUDZ reacted to Jimbob for a topic
Overview When crime in LEGO City gets so out of control that the Police Force cannot contain it, special armoured vans are sent out. These prototypes* are heavily armoured, and fitted with hidden devices that surprise and outwit the criminals they are sent to capture. Few can escape these special force vans, besides the Brickster and his super jetpack, perhaps. This model, which I have yet to think up a good name for, was built based on models I built when I was little. They were spy vehicles which always had some hidden features, stuff that hadn't really been produced in LEGO sets until the Agents theme. I put function over form, so it doesn't look particularly great, but I guess the same applies in the real world too when it comes to these types of vehicles. *My cover story on all my models, to excuse any possible improvements Photos This is the main view of the model. It's moderately tall and thin for a vehicle, and has side panelling. See More View a 2Ï€-radian rotation of the model below: Police Van MOC (41MB) Note: Use the arrow keys to rotate the image. You may need to click on the image first. Additionally, the first rotation may lag while it loads the images. I'll update this soon to be viewable online, currently it isn't working (perhaps it's too big).1 point -
Armed-and-Armoured Police Van
Jimbob reacted to aidenpons for a topic
From what you've said, you might not have the white bricks you need, but to make it look more 'armoured' I'd suggest that you put white plates on the side. If that makes more sense... Why not have the windshield and the roof attached to the same hinge? That is, the driver's roof is attached to the windshield hinge and not to the main roof. If that makes sense. Don't double post please. Use the edit button. I've fixed it for you. - jamesster1 point -
New version of ROCK RAIDERS - update
alan reacted to StewartG for a topic
You have been asking how the game is going to look and questions about how can it be LEGO ROCK RAIDERS, how original to LRR is it? hopefully this model will answer some points. Here is a new 6 wheeled vehicle: It is in a style similar to the original Rock Raiders, but it is made from parts that are not LEGO, but being studded bricks it has a look similar to LEGO or other studded brick toys (does that sound ambiguous enough not to be sued?) Ok, well here is the image - I love it - what do you all think? I had expected a few more designs and concepts coming through, please send me your suggestions, even scrappy sketches can be made into good concepts. How about buildings any building trees you would like?1 point -
The (slightly disturbing) Running Man
Drill Master reacted to Jimbob for a topic
I am blocking my house's router from this thread's web address now before I get sucked into true insanity.1 point -
Main Menu - What do you want to see in it?
Guurahk204 reacted to Jimbob for a blog entry
*could, not would.1 point -
Main Menu - What do you want to see in it?
Guurahk204 reacted to Jimbob for a blog entry
Why not have a 'help' button or something? Assuming you're having instructions somewhere, just move them out onto the main menu. Contradicting what I just said, It's good, I think it just has too many options. Removing/moving 'Exit' and perhaps removing 'Credits' and sticking it inside the 'Extras' sub-menu would work better.1 point -
The (slightly disturbing) Running Man
STUDZ reacted to Drill Master for a topic
I plan to have a little mini game in every episode. Maybe.1 point -
The (slightly disturbing) Running Man
Drill Master reacted to Arthuriel for a topic
It's only the first episode, but this has a lot of potential (because you have to start somewhere). The riddle was also a nice addition (collect the 8 Running Man heads to become the Running Master *imagine a Dragonball parody*).1 point -
The Running Man Adventures! Episode 1: Meet The Family
Guurahk204 reacted to Drill Master for a gallery image
From the album: D.M. 1
Oh wad, what have I done?1 point -
Main Menu - What do you want to see in it?
Guurahk204 reacted to Ben24x7 for a blog entry
WHERE'S DA OPTION BUTON?!? No, seriously, that is whats missing.1 point -
Main Menu - What do you want to see in it?
Guurahk204 reacted to Antillies for a blog entry
Woah, much better. Looks like a late-90s, early 2000s Star Wars Episode I or II game haha.1 point -
Main Menu - What do you want to see in it?
Guurahk204 reacted to BobaFett2 for a blog entry
What's the background from? If you made that part, great job. You should arrange the buttons in a hexagonal shape with a button at the center, then color them like Toa (but somewhat transparent).1 point -
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Underdog Digger
Wognif reacted to Yajmo for a topic
Special thanks to le717 and JrMasterModelBuilder. Coming soon to theaters... http://youtu.be/CDbUS_tbSl4 GET TO THE CHOPPAH DIGGAH! So... yeah, This happened when I copied a DIGGER.MD2 model and renamed it POLICE_CHOPPER.MD2 replacing the current police chopper model. Sorry for such a bad view of the actual flying digger. I threw this together very quickly and did it in one take for the recordings. Also i didn't know whether too put this under Mods,Screenshots or Fan Fictions.1 point -
The Great Kanohi Project
Car CrazeXVI reacted to Prototyke for a topic
I did the Great Huna because I'm running out of this series of masks, so I can't work in reverse order anymore. I noticed that its coloration made it look remarkably like a cough-drop. Cough-Huna anyone?1 point -
Anybody have heard or have dates for these old LEGO site games?
aidenpons reacted to Cyrem for a topic
No it's Galidork.1 point -
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How Much Do You Think LEGO Pays Attention To Its Fanbase?
aidenpons reacted to Minifig9292 for a topic
I saw some fake legos in the dollar store, grey heads and little molded noses. THE HORROR.1 point -
LEGO FAIL
aidenpons reacted to Cirevam for a topic
What doesn't look like Bionicle anymore? They use those elements in EVERYTHING.1 point
