Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/08/2013 in all areas

  1. Alcom Isst

    Somewhat-minor discovery!

    Didn't we go over this sort of thing? Lum Odder, I know that you know that file extension similarities does not imply that the actual files are at all similar or compatable.
    3 points
  2. Fluffy Cupcake

    Kill Boxes Removed

    http://www.youtube.com/watch?v=Q_Y3K8gyYes Because why not? P.S. I love how the youtube url says "Yes". I will provide a download later when I finish the rest of the worlds. I might also make a 'lowered' version for those people that still want some sort of boundary but want to go deeper in the water. Btw, this was edited in the WRL file, so I will probably add info about it later on in there.
    3 points
  3. Jimbob

    Custom Cutscenes

    Creating Custom Cutscenes This tutorial will teach you how to make custom cutscenes in LEGO Racers 2. The only tools you need are a generic text editor, such as Notepad, and JrMasterModelBuilder’s >UNGTC. I have created an example mod to showcase the techniques covered in this tutorial, which you can view >here. Included is the original script, so if you need help with using certain effects, check it out. Additionally, Xiron has compiled a list of all the various script functions, actor names, etc. usable in cutscene scripting. >See the list here. Thanks, Xiron! Note: This tutorial is only half complete as I am still researching into this area of LR2 modding. I apologise in advance for the lack of clarity in some sections of the file descriptions, I’ll be looking into them to learn more (unless anyone can explain them to me, which I’d be very grateful for). 1. Setting Up the Mod Navigate to your LEGO Racers 2 install folder. In it is a file called GAMEDATA.GTC. Select this and drag it onto the ungtc.exe file included in the UNGTC tool; the file will be extracted into a folder called GAMEDATA. You are now ready to start modding! 2. The Scripts All the subtitles in LEGO Racers 2 are contained in the following file: GAME DATA/TEXT/LEGO STRINGS.TXT They are stored along with many other items of text, such as menu item names. However, modifying these strings doesn't change anything in-game, and the other text files aren't particularly pleasant to go through, so for now this tutorial is excluding the editing of subtitles. The cutscenes are stored in GAME DATA/SCRIPTS. Within this are the five locations in LEGO Racers 2 – note that CARCRAZE is Xalax, ADVENTURERS is Dino Island, and SANDY ISLAND is Sandy Bay – each containing dialogues that occur in that location. In the SANDY ISLAND folder is an example file called ANIMS.TXT. This contains example animations for you to use in your cutscenes. The rest of the files are the cutscenes themselves. 3. Modifying a Cutscene To modify a cutscene, first choose the file you wish to edit. It would take too long to compile a list of each file’s purpose just yet (but hey, I may do it some day), so for now you’ll need to use common sense to work out what each file’s cutscene is. In this tutorial we will use INTRO1.TXT as an example. Locate the file in the SANDY ISLAND folder and open it in a standard text editor. Below are the various details it contains, and what they represent (note that currently unidentified headings are best left unchanged). $global $name intro # Not sure where this is used $story INTRO # Not sure where this is used $length 25 # Total time, in seconds, that the cutscene lasts for $setactor PLAYER DRIVE_CENTRE # Players and NPCs are added with $setactor. Firstly, the character is defined, and this is followed by their model. I’m not sure what the models are, however. $setactor SPARKY CB_IDLE # CB_IDLE is the default $carposition intro1_carpos # The player’s car is positioned using this. I don’t know where car positions are defined yet. $nocancel # Prevents the player from skipping a dialogue. Remove this to make dialogues in this particular file skippable. $end After this initial section, the dialogues are implemented. Each follows the same format. IMPORTANT: The times specify when a section begins, not how long it lasts – this means that the final section will continue on until the time specified in the global declarations section. Below is an example segment from the file: $time 0 # The time at which this section starts, in seconds. Can be a half decimal, e.g. 3.5. $actor 1 # Each character is given a number based on the order in which they were listed in the global declarations. The player is always first and is 0, from then on it’s 1, 2, 3, etc. $position intro1_sparkypos # Again, the position of the character speaking $expression TALK 4.5 # Not sure what this is, I’m assuming the texture/model. The number is its duration in seconds. $animation TALK_NORMAL 3.5 1.0 # The character’s animation. This particular one isn’t in ‘ANIMS.TXT’. The first number is its duration in seconds, the latter I'm not so sure. $end # Almost everything must be ended $cinematic # The camera position, I think $shot OBJECT_STATIC SPARKY # I think this means it focuses on Sparky. $startrelative 0.2 1.1 2.0 # Where the camera starts? $endrelative -0.2 1.2 1.8 # If so, then this is where it finishes, for a pan/zoom effect. $targetoffset 0.0 1.2 0.0 # Perhaps to reposition the camera off-center from the character $end $subtitle SPARKY SP_INTRO1 5 # The dialogue itself. ‘SPARKY’ is the name written in the dialogue box, and ‘SP_INTRO1’ is a reference to the ‘LEGO STRINGS.TXT’ file mentioned earlier. This is the part where you can change what the actor says. The number is the time in seconds that the dialogue lasts, and can carry over multiple $time segments so long as no new subtitles are specified before the time finishes. You can use this to have a single dialogue with multiple animations strung together. You can continue adding, editing and/or removing these segments, so long as they are in chronological order and don’t go over the total time you set. So, now you know (well, to a degree) what the various parts of the file do, you can go ahead and modify them! 4. Editing Subtitles Coming soon… 5. Recompiling the Mod Now you have created your mod, it is time to recompile it for testing. Save and close all files within the GAME DATA folder, and navigate back outside it. Then click and drag the blank .GTC file onto the ungtc.exe file to recompile it. The program will compile a new GAMEDATA.GTC file (which is noticeably larger than the original), in addition to new COMPRESS.INF and FILELIST.INF files. Place all three files back into your install directory (or a duplicate directory, if you wish to keep mods separate). Voila, your mod is ready for running! IMPORTANT: Always make a backup of the original GAMEDATA.GTC file, if you are replacing the original install directory’s file. Example Cutscene Mod This mod changes the very first dialogue with Sparky. It replaces Sparky with a doctor and animates him differently, in addition to removing much of the dialogue. The code for this modification is below. This code was placed into INTRO1.TXT. A screenshot of this mod in action:
    2 points
  4. JrMasterModelBuilder

    UNGTC

    origamiguy has created a GUI tool to make your game MOD-ready (requires .NET 4.0 framework). UNGTC UNGTC - ATD archive tool. Download Link Description: This tool will extract and rearchive LEGO Racers 2 and Drome Racers archives (the Attention To Detail or ATD LEGO video games). A while back, I started reverse engineering the LEGO Racers 2 and Drome Racers archive file formats (hence forth refered to as GTC). I figured out what almost everything was, but got stuck on the compression used in the GTC. In my extended absence from the site, and have been tinkering with the files, tagging up bytes in a hex editor, determining which bytes were litterals, which were backreferences, and which ones said what did what thorugh experimental byte injection. This would likely have never happened if not for this amazing find by Cyrem. Fast forward to September 1st, I finished writing code that would successfully decompress GAMEDATA.GTC. It didn't extract the files, and couldn't write its own COMPRESS.INF file, but the game would load and play, with some minor speed improvements. Fast forward again to today, and I have finished writing UNGTC, a tool that can both unpack the archives and create new ones! UNGTC is writtin in pure C++, and is very fast. How fast it runs depends on the IO speeds of your drive. With a RAM disk, it can be as fast as a few seconds (5400 RPM drives are much slower). Full source code is included, as are binaries for Windows and Mac. If you are running Linux, compile the source yourself, there are too many processor architectures for me to provide binaries for all of them. Usage: UNGTC is a command-line application, simple give it the folder containing GAMEDATA.GTC, FILELIST.INF, and COMPRESS.INF to extract, or the extracted folder to archive, as the first argument. On Windows, this is easily done by draggin-and-dropping the folder onto ungtc.exe. Some technical notes: UNGTC does create slightly differently than the GTC's that come with the game, but they are 100% compatible, and more efficient. UNGTC does not compress the archives it creates in any way. Since you would not save mush space on modern drives and it would be a slow waste of processor power, I do not plan on adding this ability. UNGTC automatically detects the 2 different formats and uses a meta data file called .GTC to store what version for the file forwat was extracted, for use in rearchiving. It is a plain text file. The Windows executable it 32-bit. As it uses 32-bit opperations, it would not really benefit from being 64-bit. The Mac executable is 64-bit. Compiled using MinGW g++ (Win) and Xcode g++ (Mac). Other Notes Unfortunately, I have tried everything I could think of to make it load the files from the drive instead of from the archive, monitoring the game with Process Monitor for any changes, but it seems to only work with archives. To run the game without having to keep rebuilding the archive, check out this topic. Or this tool by origamiguy (which will also extract the GAMEDATA files). Many of the files are normal files and I expect that many other files have existing tools. Good luck in deciphering the files!
    1 point
  5. Fush

    wow such accomplish

    It took me FOREVER to get that chain threaded properly but I DID IT. I AM NOW THE MASTER OF ALL CHAINS
    1 point
  6. Wirza

    i suck at drawing

    From the album: random junk

    how not to draw
    1 point
  7. Guurahk204

    The Great Kanohi Project

    That Great Matatu looks awesome! The shading on the sides makes it look like a 3D model! Good job! why am I still using exclamation punctuation!
    1 point
  8. Fush

    tool store rough

    From the album: Mah Shtuph

    1 point
  9. lol username

    Somewhat-minor discovery!

    Did you actually try it? http://www.rockraidersunited.org/topic/5167-files-looking-common-but-somewhat-altered/?p=94849
    1 point
  10. aidenpons

    The Great Kanohi Project

    Yep, looks great. Those thingies in the top left corner, they don't appear to stick out much. If you know what I mean. I think it's because of the fact that they merge in with the white background. Try lining them.
    1 point
  11. Prototyke

    The Great Kanohi Project

    That's a pricey cough drop. I know that I missed a week or two, but I'll try to catch up sooner or later. I finished the great Matatu for this week. Shading white things is surprisingly hard, but this mask looks much better than the Akaku in my opinion. I think I got the angles in the bottom correct, but I'm still unsure about those upper "eyes" on the left.
    1 point
  12. le717

    LEGO Media Alternate Installers

    http://www.rockraidersunited.org/topic/3887-li2-bodbob-tools/?p=76170 You're right. That's very interesting. I would have thought that the game would per-cache all textures when it loads a level, but I guess not I've also figured out that the game will try and use as much content as it can from the extracted folders first, but if it can't find something, it looks in the archives. So you could conceivably just put your modified files in the folders, and leave the rest in the archives. This should make distributing mods a cinch, since a mod author would only have to distribute the files they modify, and the end user could just extract them to their game directory. Have fun, Sherlock.
    1 point
  13. JrMasterModelBuilder

    LEGO Media Alternate Installers

    No, because it works on modern computers and my main goal is to rewrite the ones that give people a hard time I have heard that too, but it has never been confirmed. If it is true, then nobody has figured out where everything goes yet. The files are also contained in BOD/BOB archives. If #2 were true and somebody knew where everything went, then I would get to use legomoe's BOD/BOB tools to extract them all and write a script to arrange everything, and while that would not be impossible, that would take a while to write. Thanks for the question anyway! Does the game run with files unarchived? If so it would be easy enough to find out what is wrong.
    1 point
  14. le717

    LEGO Media Alternate Installers

    No, because it works on modern computers and my main goal is to rewrite the ones that give people a hard time I have heard that too, but it has never been confirmed. If it is true, then nobody has figured out where everything goes yet. The files are also contained in BOD/BOB archives. If #2 were true and somebody knew where everything went, then I would get to use legomoe's BOD/BOB tools to extract them all and write a script to arrange everything, and while that would not be impossible, that would take a while to write. Thanks for the question anyway!
    1 point
  15. McJobless

    Wot I Fink: Stories in Gaming

    One of the biggest problems I come across in gaming is story. It's a tricky element to get right, and people are both going to want it or going to hate it. The biggest problem is that if you go for a story, you either have to keep it basic as a way to establish why the player is in the game in first place (I call this the "Call to Suspension" trick), or it becomes a core part of the game (I'd call this an "Experience", as you would have noted in a previous Wot I Fink). There's going to be a little less opinion on what method is better this time, because as I explain later, they both have their own appropriate applications. Really, this is more to give people a general idea of how they should approach the type of story they need to write. I certainly want to go more indepth on what makes a good story, and common rookie errors and things that could improve any story. NOTE: There are games with NO story at all. I still believe they're under Call to Suspension; they just presume you'll create your own story from the very get-go by giving you the tools you need to build a story. Type 1: Call to Suspension Suspension of Disbelief. Whenever you watch a movie, read a book or play a game, that's what the author wants to happen. Hell, even your dreams are based around this principle. You know the idea of the "lucid dream", where you realise you're dreaming and can go crazy? Have you ever "woken up" while playing a game seriously, and suddenly tried to mess around with the engine in crazy ways? Same ideas are at work here. I call this the "Call to Suspension" because the principle of the story writing method is not trying to throw a player into this deep and riveting plotline in which they must follow carefully to make any sense of. The idea here is that the player is that you simply need to give a purpose to the player's actions. You're calling them, telling them that this is what you're going to be doing, and then if they like the premise they'll suspend disbelief and get lost in your world. This is what most games do. Think Mario. Simple premise: As a mushroom-addicted plumber, save the princess from the lunatic steroid-addicted turtle. It gives you a reason to play, but after that, there's no specific plot line, no story to follow aside from going further through the acid trip and eventually getting a kiss from Princess..."Peach". That's peachy, but what about something else? Let's try something like an MMO; EVE Online. You're a spaceship. In space. Drilling rocks. Watch out for anything else that moves. Especially if they look like this. The point of this method is that gameplay is your focus. Typically, this is where most indie developers start (See: Minecraft). The point is that you're playing a game for fun. You shouldn't need a big over-arching story to drown in. You just need to have a reason for being their, and a good set of mechanics which don't get boring fast. Now, there are some games which are an advancement on that. EVE Online doesn't have quests. What about (my interpretation of) LEGO Universe? There's a story (something about creepy evil skeletons with a fetish for the colour purple and a bunch of barbarians with dashing good blonde hair), and then you can get quests in the game. It's the exact same principle. The overarching story (fetish skeletons v. poncy barbarians) doesn't connect with the side-quests, and in fact there's no real "way" to complete it; it's just giving you purpose to be there. And the side-quests are giving you extra stuff to do in the world, but they don't have elaborate setups where the entire family of a drug lord is now being hunted down by Jedi Jesus, who himself is on a redemption mission after setting alight a school of children clothes with nothing but tattered rags collected from a crashed spa...you get my point. Type 2: Experience Experience needs to be well written. Story is the core of your game. Everything needs to be fleshed out, and well. Even if the players can never find out the true story of every character and object, you must have giant scripts written of every motivation, every action, every line spoken, and hell, every time a character goes for a smoke. The experience is just that; your gameplay is probably solid, but you're beyond gameplay. You want to tell a story using game technology as your communication device. You therefore need to think like a game designer, but craft like a sculpture artist and write like a poet while thinking like a movie director. If that didn't turn you to alcohol, then you're on your way to becoming a good story teller in gaming. I will come back in another Wot I Fink and explain more about what makes a great gaming story. There's a lot of little intricate things that make a story work, the important one being tension. Nonetheless, what I want to say here is that this type of story in gaming requires significant more effort on the part of the Creative Director/Lead Designer/Script Writer etc. It's not something that can be tested by loading up a map on a debug version and going through a checklist. It requires hours and hours of a variety of people to run through the game, giving their thoughts on if the story is interesting or not. If the story fails, gameplay WON'T save you, unlike the other type of story writing. Even if you have the most amazing mechanics in the world, they're supposed to be the support element to the world you want to put the player in. You will be lambasted if you epic tale of the ant who couldn't walk straight fails. The most important thing to remember about this type of story, is that the player needs to be involved, and they should have no questions about their actions, unless that's your intention. If you've ever played an RPG like Mass Effect or KotORII, you should know this well enough. Every action the player can take is given proper context, and the player has choice. Furthermore, there's plenty of foreshadowing of future events to show the developers know where they want to go with the story, and it gives players proper tension and allows them to feel like the world isn't just a static "do this because EXP". There's things going on and the player is a part of it. Of course, you don't need branching storylines, player choices or even morality systems. It's up to you how far the player interacts (compare Heavy Rain, The Walking Dead [Telltale Games], Call of Duty 4: Modern Warfare and Fallout 3). The important question is how the story works around the player. Conclusion I don't want to come off and say which method is better in this Wot I Fink. I think that's a little obvious, but more importantly, it's not true, because they work for entirely different games and do entirely different things, so therefore neither is better than the other. The important point to focus on is the understanding of your medium. You need to have an advanced understand of how ideas are communicated through games, and need to consider what the most effective way to get through to your audience is. Game theory is more complex than you might appreciate at first, but by learning it, either through college, through self-teaching with books or by studying popular games, or even by talking to successful designers, you'll be able to gain the understand you need to start creating the exact type of story you need for your game. You wouldn't go back in time and kill Edison to turn off your light switch, just as you wouldn't create a giant plot for a game like Peggle. And that's Wot I Fink.
    1 point
  16. TheDoctor

    Do You Like Windows Vista

    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.