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Showing content with the highest reputation on 03/22/2015 in Posts
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The Hornet from LEGO Drome Racers
epicabsol and 3 others reacted to Toa_Of_Justice for a topic
As I >mentioned in >my topic over in Digital, I said I'd build the Hornet in Metallic Green. When I first built the Hornet in real life, I noticed that my tail light design interfered with the wheels when they were steered to their maximum angle. So I re-designed the tail lights. Other than that, this model is exactly like the digital version I posted in that topic. The only other minor issue I have with this model is that one of the ribbed hoses I ordered from BrickLink is of the more flexible type, and I couldn't fully un-flex it. All photos of this model were taken with my Nokia Lumia 920, using my Dell XPS 18 in its Poetic Slimbook Case as a backdrop. If you click the first photo, you won't see the text in the larger (original) version. The other photos posted in this topic have been cropped, but their larger (original) versions are not cropped. [LXF file] - [Brickshelf (when public)]4 points -
Here are the images with a little bit of description: The test track has 24 regions (defined in k_2a): The first leaf in the k_27 section is the following: k_29 (ushort) 7 // parent node in the tree (ushort) 0 // offset in GDB 2E (ushort) 31 // number of elements in GBD 2E (short) 0 // when the car is in this region (short) 150 // offset in k_2B (short) 18 // number of visual regions (values of the k_2B) If you have a look at the referenced values of the k_2B you will find the following: (int) 38 (int) 8 (int) 36 (int) 20 (int) 2 (int) 34 (int) 32 (int) 4 (int) 10 (int) 16 (int) 6 (int) 22 (int) 18 (int) 12 (int) 28 (int) 14 (int) 26 (int) 24 These are the leafs that will be also visible. If I visualize the regions in the leafs I get something like (red is the current region; blue are the additional visible regions): The vertices I had added to the test track should have resulted in something like this (the yellow cube): But since the last region is the green one I would never see my cube. Here is another example: When the car is in the red box the blue ones will be visible. So if we want to change tracks it is not enough to change the mesh files and the collide files. We also had to change the BDB files. And they have to fit on the GDB files!4 points
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I gave it a try. At first I tried to use something like this: k_27[(int) 1] { k_29 // leaf (int) -1 // parent node (ushort) 0 // offset GDB_2E (ushort) 401 // number of elements from GDB_2E (all) (short) 0 // actual region (short) 0 // offset visible regions (short) 0 // number visible regions } k_2a[(int) 1] { (float) -544 (float) -404 (float) -16 (float) 485 (float) 225 (float) 97 } k_2b[(int) 0] { } But the game yelled: int expected. So I addad a value to the k_2B section: k_27[(int) 1] { k_29 (int) -1 (ushort) 0 (ushort) 401 (short) 0 (short) 0 (short) 1 // increased } k_2a[(int) 1] { (float) -544 (float) -404 (float) -16 (float) 485 (float) 225 (float) 97 } k_2b[(int) 1] // increased { (int) 0 // added } And the game runs (I do not know if it is the best solution!?!). There still seems to be a fare plane but anything else was visible. I tried to add my cube again (texture is grass). And its working!3 points
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RRU Quotes 2: Reckoning
noghiri and one other reacted to Alcom Isst for a topic
[2:39:11 PM] Hugh Wotmeigh: brb, McJobless post incoming [2:39:13 PM] Hugh Wotmeigh: because f**** me [2:39:27 PM] Will Kirkby: can we cuddle first? [2:39:42 PM] Alcom Isst: Can I watch? [2:39:48 PM] Hugh Wotmeigh: ... [2:39:54 PM] Will Kirkby: haha [2:39:54 PM] Alcom Isst: I have a camera! [2:39:58 PM] Ramius Antillies: Extreme, isn't it like 5am? [2:40:06 PM] Triangle717: *Ducks out* [2:40:21 PM] Will Kirkby: oh, sorry [2:40:29 PM] Will Kirkby: can we get married first?2 points -
Xiron's 3D LEGO Island Comics
Ayliffe and one other reacted to Fluffy Cupcake for a topic
New weekend, new comic! The Pizza Wait2 points -
Rideable Slimy Slug & Rock Monster not working?
Steveburger reacted to Cirevam for a topic
I can report with confidence that something is wrong with the Slimy Slug mod. It crashes on the first loading screen. This indicates that the game is trying to load an invalid model (unlikely since he's using existing models), the game is trying to load a missing or invalid texture (the only new one is the menu button; I replaced it with a known good image and it still crashed), or the CFG has an improperly-formatted like (most likely). I will do more work figuring out which lines in the CFG are invalid. Everything in the Lego_Additional.cfg file appears correct, and alan obviously got it to work on his computer, so I'm thinking that I made an error when pasting stuff into the CFG. I'm doing this on a nearly vanilla install so it's not like there are file conflicts.1 point -
How to get the large spider on PC?
Steveburger reacted to Cirevam for a topic
First, you'll want to look at this old topic: '?do=embed' frameborder='0' data-embedContent>> Now to dig into the files a bit. This is the Spider's AE file (Spider is the CFG name): Lego* { Scale 1.0 Activities { Activity_Stand Stand Activity_Route Walk } Walk { FILE SpiderWalk TRANSCOEF 0.0 LWSFILE TRUE } Stand { FILE SpiderStand TRANSCOEF 0.0 LWSFILE TRUE } } The spit animation is not corrupt, it's simply never called (webs exist too, use debug key H in a one-block-wide tunnel). It will need a Repair activity in order to attack buildings directly: Repair { FILE SpiderSpit TRANSCOEF 0.0 LWSFILE TRUE TRIGGER 14 } Physical attacks work by repairing for negative health. Add the line "RepairValue -10.0" to the Spider's CFG so it will do damage, but the default seems to be -10 anyways. It will only be capable of attacking buildings and vehicles, so your raiders don't have to worry. You'll need to add a ThrowMan activity and edit the animations a bit so it can detect raiders, but Pilots (CFG name for Rock Raiders) only have one "picked up by monster" animation, so the spider will have to match that one or you'll have to change every other monster so all of the animations match. It's probably not feasible. The trigger is the frame of the animation when the attack will actually happen. In this case, 14 looks about right. Please note that monster AI is really weird in terms of attacking. Rock monsters need to have the various boulder activities turned on in order for them to behave normally. I don't know if the same applies for other creatures. Edit: Oh yeah, they won't die unless you add a Crumble activity. There are CFG changes needed to support that as well, but the topic I linked covers those. Just add the activity and link any of the existing animations to it. Hopefully this is enough to get you started.1 point -
LEGO Stunt Rally development artwork
LimeKiller reacted to k-g for a topic
@kaitodaimon: 1) Sorry, I don't know how to open those files, if they can even be opened. 2) I don't think the music is synthesized in-game, if that is what you meant. Though I could be wrong. 3) I never saw the original contract, though in nearly all games from a large publisher the publisher will own all the copyrights, including the source code. So it's safe to assume LEGO owns everything. 4) Wow - that's a pretty open question. I like the skylanders concept - I think it would be truly awesome if you could build something with real LEGO, scan it in & then play with it in a large open world on your PC or console. (Note: Sorry, I'll be away for a week, and therefore won't be able to post any art this coming week).1 point -
unable to set message drain! modding problem!
supercoolguy32 reacted to le717 for a topic
Super east fix here: pass the -novideo parameter to the exe. Follow the directions >here (first section) and you should be good to go. Welcome to RRU!1 point -
BDB Files
JrMasterModelBuilder reacted to Cirevam for a topic
I'd like to see if that's possible too; just one big BDB box around the whole track. Plus it would make our lives easier when we start making tracks.1 point -
BDB Files
JrMasterModelBuilder reacted to mumboking for a topic
What would happen if you just made it so that the whole track is visible at all times? I'd assume modern PCs wouldn't struggle too much with that.1 point -
Xiron's 3D LEGO Island Comics
Fluffy Cupcake reacted to lol username for a topic
It'd be funnier if you didn't end the comic by explaining the joke (well, actually, it doesn't even explain it, and is thus pointless). The funny part of the comic is the visual gag with the pizza sign/CD/loading screen, not stating the fact that it took/will take a long time (which should have been done in, say, the second panel, to set up the joke in the first place). I'd say the panel specifying the mechanical noises and the ! over his head was unnecessary clutter too. As for the first comic, I don't even. Thus, I'm suspending your joke license and officially declaring this topic as unfunny until these problems are corrected. Make me laugh, boy. And fix dem vertex normals. Geez, it's almost like these comics were just made for fun by a fan or something.1 point -
A game I'm working on: A 3D, multiplayer roguelike (Released on Steam June 23rd, 2015)
Drill Master reacted to Addictgamer for a topic
Ah. Well, there's that, and quite a few screenshots. You might enjoy perusing them. It seems we also have a new trailer:1 point -
Tutorial: No JAM Archives
supercoolguy32 reacted to Cyrem for a topic
Note: This is only known to work with the original 1999 release of LEGO Racers, not the 2001. Running without the JAM Archive allows you to easily change files without having to re-build the JAM archive, it also allows you to change files while the game is running. To do this: 1. First extract the JAM archive. 2. Make sure the folders: 'GAMEDATA' & 'MENUDATA' are in the same directory as 'LEGORacers.exe'. 3. Rename or remove the original 'LEGO.JAM file'.1 point
