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Showing content with the highest reputation on 02/06/2014 in all areas

  1. Jimbob

    Vector Raiders

    Vector Raiders: Rock Biome For my 1,000th post, I present to you the Vector Raiders Rock biome! This complete texture pack contains all the textures used in the Rock Biome. It took many hours of drawing each individual rock to produce this, so I hope you enjoy the pwetty aesthetics. The textures are 1080p resolution (well, 1067x1067), so will look brilliant in close-up view too. Note that the shapes and colours aren't identical to the original textures, but they're close enough. Download Vector Raiders - Rock Biome I highly recommend using Cafeteria with this mod and setting it to the highest resolution you can, for the best experience. The default resolution makes the textures look awfully pixellated. Thanks to jamesster for his LU playthrough videos, which helped give me something interesting to watch while making the textures. Screenshots There are a few textures I might go back and redo a bit, but next I'm going to work on the building textures.
    4 points
  2. Fush

    Rock Raiders baseplate LDD substitute

    Download
    3 points
  3. Alcom Isst

    RRU Quotes 2: Reckoning

    [11:07:35 PM] Ciprian: Lol [11:07:43 PM] Ciprian: Cluj is a city. [11:07:54 PM] Ciprian: Actually, my panflute teacher lives there. [11:08:20 PM] jamesster: you are one interesting person, y'know that?
    3 points
  4. Rokreder

    The LEGO Movie Sequel

    The Norwegian trailer and my though on it, with examples. So, I could not find the video on YouTube anymore (for some strange reason, I have seen it there before), so this link will have to do. Since I know there are two or three guys here on the forum that aren't fluent in Norwegian , I wanted to try a show how bad some parts of the translation are. The thing is, the translation is good! It is just the jokes and having to make the sentences fit the clips that cause huge problems and make the dubbing sound unnatural. My translations are explicitly incorrect to let them make as little sense in English as the Norwegian version would do to Norwegians. If they do make perfect sense to you I have obviously made a mistake First though, they didn't translate "the special". This one is unforgivable, as there is literally NO reason not to. Not length, mount movement... Nothing. "We'll wing it. That's a bat pun." -> "We'll feather it. That's a bad play on words." "To wing it" means nothing at all in Norwegian, and makes as much sense as "to feather it" or perhaps even "to aileron it". The bat aspect being removed makes it just a random statement. (Bat = Flaggermus, so while understandable, they should just have switched out the whole sentence and made up their own joke.) "...I have no idea what's going on. At all." -> "...I don't know what's happening. Really." Emmet's hand movement forces the "really". Awkward, but they did not have much choice. The other words are basically synonyms and quite OK. I hope that gave you guys a bit of an understanding why I think the Norwegian language does not work very well in this movie. I was about to post the above when I also watched trailer #2 in Norwegian, and noted a few differences, the most notable being they have translated "the special" now. / This made me realize the trailer probably does not show how the movie will be, since they are dubbed separately. (Dubbed trailer of a movie, not trailer of a dubbed movie.)
    2 points
  5. Alcom Isst

    RRU Quotes 2: Reckoning

    [4:14:22 AM] Drill Master: Blarg I'm gonna draw rru's website on a piece of paper then roleplay me being admin and banning everyone and it's 4:13AM and I have no fuqing clue what I just said and I might pass out in the next few seconds due to sleep deprivation. [4:14:37 AM] McJobless: [7:16:33 AM] Will Kirkby: McJobless [7:16:43 AM] Will Kirkby: Does ANYTHING make you happy? [7:16:43 AM] McJobless: Yes. [7:16:48 AM] McJobless: Lots of things. [7:17:01 AM] McJobless: Sex/Race/Otherwise edgy jokes [7:17:10 AM] McJobless: My friends, especially a few in particular [7:17:15 AM] McJobless: Jack Daniels & Coke [7:17:16 AM] McJobless: Sam & Max [7:17:36 AM] McJobless: Alice in Wonderland (the American McGee games, the book(s) and the Disney movie) [7:17:47 AM] McJobless: All the old Halo games and the modding tools [7:18:00 AM] McJobless: Having money [7:18:03 AM] McJobless: Spending money [7:18:16 AM] McJobless: Receiving that money back in a well planned money-grabbing scam [7:18:22 AM] McJobless: Katana Umbrellas [7:18:26 AM] McJobless: Scrubs [7:18:38 AM] McJobless: Chocolate Chip Cookies [7:18:46 AM] McJobless: Need for Speed: Most Wanted [7:19:02 AM] McJobless: Dubstep, Hip Hop and other good songs [7:19:04 AM] McJobless: Russians [7:19:09 AM] McJobless: Vodka [7:19:18 AM] McJobless: Spongebob Squarepants [7:19:28 AM] McJobless: Fruitcake (not the taste, just the sight) [7:19:30 AM] McJobless: Fire [7:19:33 AM] McJobless: Explosions [7:19:34 AM] McJobless: Guns [7:19:36 AM] McJobless: Cars [7:19:43 AM] McJobless: Girls with coloured hair [7:19:48 AM] McJobless: Meat pie [7:19:59 AM] McJobless: Guy Fawkes Masks [7:20:07 AM] McJobless: And many, many more things.
    1 point
  6. lol username

    The LEGO Movie Sequel

    The LEGO Movie's theatrical release is only days away, and early reviews have been quite positive from both film critics and LEGO fans lucky enough to attend early screenings. The projected success of the movie, combined with the directors saying they much more story material where it came from, leaves it as no surprise that a sequel is already in development, with Jared Stern writing a script. Oh, and don't forget that Ninjago movie coming sometime in the next few years, too! And probably video game tie-ins. Weeeeeeee. Sources: The Wrap
    1 point
  7. Creator

    Creator's big custom AI racers collection

    Updated OP with Dewey Cheatum and correct pictures for Ogel.
    1 point
  8. Jimbob

    Rock Raiders baseplate LDD substitute

    Ooh, very nice work Fushi, it looks quite like the original! Special congratulations on cracking those rather awkward slopes. I was just about to offer some improvements, but realised that such improvements would affect the pieces around, so it wouldn't look the same... In other words, I couldn't have done it any better myself.
    1 point
  9. Addictgamer

    Vector Raiders

    I think that's my favorite one. Good job. Is it just my imagination, or does the ceiling look flat -- like a wall rising straight out of the tops of the cavern walls?
    1 point
  10. Fush

    The LEGO Movie Videogame Trailer

    Okay then. I guess I'll just go dump my opinions then. Again, not looking forward to the load times. Loading in LCU was painful as it took a good 8-10 minutes to load the city, and you had to wait through it every time you started the game and every time you exited a level. The load at the beginning is the worst as it takes 3-5 minutes just to load the start screen, THEN another 8-10 to load the city after that. The music is quite annoying, at times. The graphics are decent, but when shown next to the far superior movie scenes they look very out of place. I don't necessarily like hand-holding, but I honestly don't mind it. Sometimes I really just don't want to think too hard, I just want to break things. On the flip side, i look forward to being able to explore the LEGO worlds at my leisure instead of just catching glimpses of them in the movie, and I'm excited about the potential of having characters from many different themes in the same game. And that is what I choose to focus on, and not the weaker aspects of the game. That's just my $0.02
    1 point
  11. le717

    Vector Raiders

    I had a feeling when you said you were saving your 1,000 post for "something special", it was this. Just looking at the pictures, to me it gives the game a whole new feel. Three ears of corn rounds for Jimbob!
    1 point
  12. Jimbob

    The Vending Machine

    You get 3.93682611 imperial tons of shale. I insert Emmett.
    1 point
  13. Cirevam

    Vector Raiders

    This feels like some Wind Waker up in here. Nice work.
    1 point
  14. Cirevam

    User shouts error

    I'm surprised anyone even found that. That's a Cyrem fix, so PM him if you haven't already.
    1 point
  15. Jimbob

    Tutorial: Make Your Own 360 Gallery

    This tutorial will show you how to make your own 360o-view gallery for whatever you like, including creations made on LDD and models made traditionally, using Flash - with no programming skills whatsoever required! Okay, so this tutorial might seem a little wordy, but it really isn't difficult at all. And while this may be better suited for some programming forum, I thought it might be nice for members here to post 360o MOCs if they wanted to, and having a topic on this forum to use a a guide would therefore be helpful. Anyway, onto the tutorial. An example of a gallery made using this guide can be found here. This is Fushigisaur's >Snow Shredder MOC, which I will be using to demonstrate the steps in the tutorial. Note: I have written A LOT in some places, simply because Adobe programs can be a little overwhelming at first if you've never used them before, so I've written the instructions very clearly so that you can understand them should you never have used one before. Step 1: Gathering your Images First of all, of course, you will need to have a series of images representing different angles of your model. I recommend not doing a full 360 degree rotation of it (i.e. 360 images), rather anything from 30-100 images should be fine. The more you have, the smoother it will look, but equally the bigger the file size will be. As mentioned earlier, I will use the Snow Shredder MOC in this tutorial as an example. Fushi took over 160 images for this, by simply taking screenshots in LDD rotating the model a little bit each time. But to save space, half of them were cut. Next you will need to decide upon an appropriate size for the models. If you model is to be displayed on RRU, I recommend scaling it to 640x480, but other resolutions such as 1024x600 are nice too. Just don't put it above 768 pixels high, as you risk cutting it off in your viewer's browsers. Again, it's finding the balance between image quality and file size. Note: If you don't want to spend ages going through each individual file and editing it, I recommend using XnView. It's free and can batch-process many images, which is what I used for this tutorial. Got your images? Great! Below is a screenshot of my the images used in Fushi's 360 MOC. They were resized and cropped to 640x480 dimensions, and renamed in number sequenced. Step 2: Acquiring the Tools I have programmed this using ActionScript 3.0, and hence you will need a Flash editor to program it. Don't fret if you don't have one though, there's no need to fork out loads of money. If you do have a copy of Flash Professional, you can skip this step. You can download a free trial of Adobe Flash CS6 here. I think this lasts for 30 days, more than enough time for this. Just follow the steps to download the trial listed under 'Flash Professional CS6'. Note: this is a legitimate link - although it's not the Adobe website, the linked files are, it's just that with the release of Adobe Creative Cloud they removed previous links to those files but kept the files. If there's a trial for Creative Cloud you could get that too, but I just prefer CS6. Once downloaded, install the trial following the provided instructions. If you're getting problems here, this topic isn't the place to ask for help - you'll have to post on the website for that. Quite a few issues have already been resolved in the comments though. Step 3: Setting up the Gallery Launch Flash Professional. The main screen will present you with many options, but for this you will want to select ActionScript 3.0 under Create New. This will create a new project for you. Next, to make things easier, click on Window at the top tool bar. Hover over Workspace in the drop-down and select Developer from the pop-out. This will change the arrangement of the toolbars and menus. Now, on the right-hand pane under Properties, you should see the word Size: followed by two numbers. Set these to the width and height of your images - in this example, I used 640 x 480 px. Next, look for the word Stage: just under Size:, and click on the white box. Here you can select an appropriate background for your gallery. This isn't just for the area you see in the middle of your screen, but also everything around it should the viewer's window be larger than your previously set resolution. Now, click on the Timeline tab in the bottom pane. You will see a line of white blocks next to Layer 1. This can all be left as-is. Now click File from the top bar, hover over Import from the drop-down, and click Import to Library... from the pop-out. Select all the images you wish to use in the 360 gallery, and Flash will import them into your library. Below is my example after finishing Step 3. Step 4: Adding the Images This is the most tedious part of the process, and involves a lot of clicking, just to warn you. Firstly, click on the Library tab at the top of the left pane to show all your imported images, if you haven't already. Click on the first image you wish to use, and drag it onto the stage. Once loaded, the Properties tab in the right pane will change to show information on the image. Change both the X: and Y: values under Position and Size to 0, to place the image central to the stage. Now, right-click on the image. Select Convert to Symbol... near the bottom of the pop-up menu, and a new window will appear. You can change the Name: field to whatever you like (I'm going to leave it as-is) and leave everything else as it is. Make the sure that the Registration: point - the nine little boxes in a square - is highlighted at the top-left box. If it isn't, click on the top-left box to select it. With all this set, click OK to close the window and convert the image to a movie clip ready for programming. The Properties tab will change again, with a lot more information this time. Leave everything as it is, except from the very top field entitled <Instance Name>. In here, type 'main' exactly like that, without quotation marks. This is important as the code later on refers to this name. Now double-click on the image, and some fancy little box will zoom up at you. Not much will have changed, but you will be brought inside the movie clip. You can make sure it worked by looking at the top bar of the main window, where it says Scene 1 - next to this it should say Symbol 1 or whatever you called your symbol. If so, it worked, if not you need to go back and follow the instructions carefully again. In the bottom pane, next to Layer 1, you will see the line of white boxes again. They are labeled with numbers above, in the form of a very simple number line. Click on the second frame, at which point it should be highlighted in blue. Now hold the Shift key and click on the frame under the total amount of images you have - I have 83 in my example, so for me I click on 83. This will highlight all of the frames in between (sometimes it won't work first time around, just try going from the last frame to the first one or clicking a few times). Right click on any frame under the selection, and select Convert to Blank Keyframes from the pop-up menu. If all is correct, you should now see the following: Now to the fun part! *sarcasm* Just as you brought the first image onto the stage and centered it, you will need to go through each frame, add the image to that frame, then center the image on that frame. The process is: Select next frame from Timeline > Drag next image from Library onto stage > Edit Properties to set X: and Y: values to 0 > Repeat Do this for all of your images. When you are finally done, all frames in the Timeline should be coloured grey to show that they contain images. If you click somewhere on the stage and press the Enter key, it will rotate to show you a preview, but it'll likely be glitchy as it's not been compiled into an application yet. Screenshot of my example after being filled in: Step 5: Programming Time! Contrary to what you might think, this is actually the easiest step, as I've done pretty much all the programming for you already. But first, while still inside your symbol, select the first frame. Right-click on it and select Actions at the very bottom of the pop-up, to bring up a new window. Just type in the following, exactly as-is: stop(); And close it again. This prevents the images from trying to rotate before the user actually tells it to. Now, click on Scene 1 at the top, next to Symbol 1 or whatever you named your symbol, to go back to the main stage. Just as before, select the first frame, right-click it, and choose Actions from the pop-up menu to bring up the programming window. Copy and paste the following code into the window: stop(); This tells the application to stay still on the current frame. It's not really important when you have just one frame, but should you want to expand your application it's necessary. stage.scaleMode = StageScaleMode.NO_SCALE; stage.align = StageAlign.TOP_LEFT; import flash.ui.Keyboard; import flash.events.Event; import flash.events.KeyboardEvent; First this tells the program not to scale, i.e. when the user changes their window size, this prevents the movie from scaling in some funny way along with it. You want to keep your picture at its optimum resolution, rather than going blurry. Afterwards the program is aligned to the top-left of the browser window, just like with text. The import statements simply tell Flash what coding is in use in the program, which it then selects and saves with the program. var lastFrame:Number = 83; //This is all you need to change var changeRight:Boolean = false; var changeLeft:Boolean = false; The first line creates a piece of data that is remembered while the program is run, and holds the total number of frames in the application. It uses this later to ensure that you can rotate more than 360 degrees. The second and third lines remember whether or not the right and left arrow keys are currently being pressed. stage.addEventListener(Event.ENTER_FRAME, ongoingEvents); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased); Here we add three events to the program - ongoingEvents takes place many times each second, effectively it is run constantly throughout the program. The keyPressed and keyReleased events are triggered whenever you press a key - not just the left or right arrows - and release a key. These don't do anything by themselves, but tell Flash what to look out for in order to activate the code later on. function ongoingEvents(e:Event):void { if (changeRight) { if(main.currentFrame == lastFrame) { main.gotoAndStop(1); } This is the function that is called many times a second. The second line checks whether or not the left key is pressed, something that is set later on. It basically says that, if the right key is pressed, then go to the next line. This next line checks if the images you have set is currently on its last frame - if so, it needs to jump to its first frame, because a full 360o spin has been performed. else { main.gotoAndStop(main.currentFrame + 1); } } else if (changeLeft) { if(main.currentFrame == 1) { main.gotoAndStop(lastFrame); } else { main.gotoAndStop(main.currentFrame - 1); } } } The first line says that 'If the right key is pressed, but we're not on the last frame, then do the next bit of code'. This code just advances the images forward a frame. The next line says 'If the left key is pressed instead of the right key, do this'. The next few lines of code are the same for the right key's presses, except that the shift the frames left each time, and also go from the first frame to the last frame if a full spin has been completed. function keyPressed(e:KeyboardEvent):void { if (e.keyCode == Keyboard.RIGHT) { changeRight = true; } else if (e.keyCode == Keyboard.LEFT) { changeLeft = true; } } This is the event that occurs whenever a key is pressed. The second line checks if the key that is currently being pressed is the right arrow, and if so, tells the program to change the frames right as coded above. Then it checks whether, if it wasn't the right arrow, it was the left arrow - and if so tells the program to change frames left. If any other keys are pressed, Flash ignores them because no other code has been associated with them. function keyReleased(e:KeyboardEvent):void { if (e.keyCode == Keyboard.RIGHT) { changeRight = false; } if (e.keyCode == Keyboard.LEFT) { changeLeft = false; } } This is identical to the previous function, except that it is triggered whenever a key is released. If the key was an arrow, it stops the program from moving in that direction. Simples! And that's it, folks. Now close the coding window. Save the project (Control + S on Windows) and test it out! (Control + Enter) Below is my example project, once finished: If all went well, you should have a shiny new SWF file ready for use. Pressing the left and right arrow keys will rotate your model left and right. Simply upload this somewhere (such as Dropbox) and you can share it with others! And thus concludes this tutorial, congratulations! I hope that you are able to make good use of it, and enjoy seeing whatever you may produce with it. A note on credit: You really don't need to give me any credit if you used this tutorial to make a 360 gallery yourself. While I would obviously appreciate a note of thanks, it's not at all necessary and I won't mind it if you don't in the slightest. Besides, I learned all the Flash programming I know by following other people's tutorials!
    1 point
  16. Jimbob

    The LEGO Movie Sequel

    Not sure whether the overall reaction here is positive or negative, but I'm certainly excited. As Rokreder said, if this movie is great (and by the sounds of things, it really is), I'm sure the sequel will be too. The only downside for me is that they're doing it so soon, I very much hope it's not going to become a churned-out thing like Marvel movies. I enjoy waiting a couple of years for a good film, rather than having them pumped out like a TT game. I give no less attention to your news posts that jamesster's, it just happens that in many cases I happen to have something to say about the news topics that jamesster has posted. It doesn't mean your posts are any less valued, though.
    1 point
  17. What do you do when you have only two Classic Spacemen and Photoshop? >This, apparently. The kitchen in my house has a little light that looks a bit like a flying saucer...I thought it'd be fun to take a picture of two LEGO astronauts exploring the vast kitchen counter, and seeing the lamp from below. It didn't turn out quite as well as I liked, so I tried to spruce it up by creating a magazine-style LEGO ad. I'd like to do more in the same style, probably featuring Pirates since I actually have those sets, definitely using actual magazine dimensions. Thoughts? TC
    1 point
  18. Axel

    Axel's Mod 1.5 (Updated, 4/10/2015)

    Just messing with textures.
    1 point
  19. PeabodySam

    RRU Quotes 2: Reckoning

    jamesster: I view LEGO MMOs as a dysfunctional group of siblings jamesster: LEGO Universe was the older brother who wanted to change the world but got drunk and fell into a muddy ditch jamesster: LEGO Minifigures Online is the middle aged brother who's even more drunk, but saw what happened to his older brother, and thus tries to stay away from muddy ditches jamesster: And finally, Chima Online is the baby at the dinner table who throws his food everywhere
    1 point
  20. Jimbob

    The LEGO Movie Videogame Trailer

    Contrary to most other people it seems, I think I'll actually be getting this game. I don't like TT's constant rolling out of the same sort of games, but I haven't played one since the first Batman game, so I'm looking forward to getting this one. Plus the majority (if not all) of the game is made out of LEGO, rather than the textures used in all previous games. The only thing I'm not so keen on is the bizarre instruction-manual-build that some characters use.
    1 point
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