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All Of The LEGO Movie Sets
Ayliffe and 2 others reacted to lol username for a topic
Hey guys, I found pictures of all of The LEGO Movie sets on LEGO.com - for the first wave, anyway. They're uploaded to the site, but not completely public yet. Well, they are now - enjoy. Sources: Me3 points -
The Great Kanohi Project
Jimbob and 2 others reacted to Prototyke for a topic
I know that I'm getting pretty behind in the masks, hopefully I'll be able to catch up some time. I have one done for today, and have started another, but I haven't finished it yet. I have the yellow Kiril, so that is the one that I made. I tried to make the red and black one but the images I was going off of didn't have the right angle with proper lighting, so I don't know how it turned out. Something seems a bit off with them, so let me know if you see something off with these. (Or any masks) I was planning to make my own version of Guurahk's banners using these pixel masks, but didn't have the time. eh.3 points -
Watch out for the Brickspy!
Arthuriel and one other reacted to PeabodySam for a gallery image
From the album: GMod Screenshots
Pepper? What kinda name is Pepper anyway? What are ya, from the Condiment family? Where's your brother, Salt? Or your sister, Ketchup? Or your exotic Hungarian uncle, Paprika? Bet he spices up the dinner conversation, don't he?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 -
All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)
Quisoves Potoo reacted to dead_name for a topic
I've been a bit busy1 point -
The Great Kanohi Project
Prototyke reacted to Jimbob for a topic
Ooh ooh I remember that second mask, from one of the movies right? The guy who flies in the big dragon thing yet he's really tiny. I think. Memories aside, I like the black/red mask very much, nice job.1 point -
The Great Kanohi Project
Prototyke reacted to Guurahk204 for a topic
*excited* Aww. Anyhow, they look awesome! I don't see anything off with the masks, personally.1 point -
All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)
Quisoves Potoo reacted to dead_name for a topic
I think I've cracked some pretty sick stuff to do with the binary format of this file. Will update tomorrow. Basically: struct wrl_file_t { char magic[4]; // 'R','C','2','W' int32 unknown; // always 0xB, maybe version? entity_t entities[]; // keep reading these until eof } struct entity_t{ char type_id[28]; int32 unknown1; int32 length; byte data[length]; // data consists of: int32 unknown2, char name[48], and then (length - 52) bytes of actual payload data. }1 point -
Mafia: The Game
Jimbob reacted to Fush for a topic
Can't a guy eat healthy around here?What, you want to know why I don't eat Good Healthâ„¢ pills to compensate? I don't trust products like that, sorry. I'd rather be healthy the classic way. Fushigisaur, this poor accusation against me has raised my suspicions even more. I think I will set my vote to you. Well, one voter remains. Yajmo, what is your say? TRANSFORMERS LIED? IMPOSSIBLE. I shall keep my vote on you, not that it matters at this point, yes. Two votes me, I'm almost surely lost this round. :c O.T. I drew a picture1 point -
Hello!
Prototyke reacted to le717 for a topic
Hey, let's play a game! We'll call it "Which R®ob am I referring to?" It'll be fun! :D1 point -
Happy Halloween, Rock Raiders United!
Prototyke reacted to Drill Master for a topic
Enjoy! I hope you guys like it!1 point
