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LEGO Stunt Rally development artwork
Car CrazeXVI and 17 others reacted to k-g for a topic
This is how we tested the first level (maybe the 2nd level as well, I don't fully remember). Several members on the team needed orange help. This model was actually in the game for a while - we wanted to keep it in as an easter egg, but of course there would be too many legal troubles if anyone ever found out, so we took it out.18 points -
LEGO Stunt Rally development artwork
Alcom Isst and 14 others reacted to k-g for a topic
Hi kaitodaimon, I'll answer your questions as best as I can: 1) Do you have any knowledge regarding the intro cutscene in stunt rally, since the intro cutscenes from the retro-LEGO games, are more detailed than the moden LEGO game´s cutscenes, in terms of lightning and overall details. As others have pointed out, the intro cutscene is pre-rendered and in a different style from the modern games. The intro and victory videos were indeed done by another studio, while the in-car camera shots were made by IG. As for the increased amount of detail compared to the modern games, my guess is that back then LEGO didn't have their preferred style nailed down for cutscenes. I'm pretty sure that by now they will have very strict guidelines as to how minifigs need to look and move in animations (in whatever medium). 2) Do you remember how many of the models in the game were based upon actual LEGO sets? As for vehicles, only the cars of the playable characters were based on existing LEGO sets, which were being developed at the same time. The characters themselves were designed by a few of IG's artists. 3) What was your biggest reference in the development of the models and the structure of the layout for the game? For the cars, we received the actual toys, photos, and rendered images that were being made for the cutscenes (I will post some of those later). We didn't reference anything for the structure and layout of the game. 4) Is there any particular reason that none of textures for the minifigures had gradients implemented to them? It sounds like you are using "gradients" to describe the rendering style. Some of the plastic in the pre-rendered movies in LSR looks more shiny/glossy than IG's renders. This has nothing to do with the textures, but rather a setting in the material. That setting in the material says how shiny/glossy should look when rendered. So the different teams used different settings for the plastic materials. The lighting will also be different - in IG's movies/renders, we aimed to have very soft shadows. 5) Were there any restrictions in the development process from LEGO that you remember? Absolutely. Working with any publisher or holder of an Intellectual Property (IP) (also often referred to as a "a license"), there are always guidelines on what you can and can't do with the characters/world. etc. One starting point was that we were given was a fairly strict set of colors to use. So, for example, if something is red it needed to be a precise RGB value set by LEGO, we couldn't just pick a color red that we liked. This kind of stuff is standard when working with an IP. Things got a little weird at times though. For example, at one point we were told to change the color of all the city roads from dark grey to light grey. We had based our roads on existing (but slightly less common) dark grey road plates, and we argued against the light grey because a) it didn't look as nice (due to the lower contrast) and b) it would be a considerable task to change it all (re-work all the road textures and re-render all the icons (twice actually because the game has two UI sizes)). I've seen some screenshots with the dark grey roads online, but they are all light grey in the final product. One major change that LEGO demanded was the removal of the steering. People on this forum have discovered the hidden FREEFORM driving mode, which was actually the default mode during much of the development. The team was pretty gutted when that request came, but LEGO's point was that the game was too difficult for its target audience. Driving controls with an isometric view is quite counter-intuitive, so you can see their point. With the simplified controls, the game became a scalectrix type game. For the very first level of the campaign, we aimed to make it so easy that you could win by just holding the accelerator the entire race (with any car!). Obviously, that is the most boring level to test, so we had an orange do it. We placed an orange on the up cursor button on the keyboard and just waited for the result. The first level needed to pass "the orange test", which became a bit of a meme inside the team. I may have an image of the orange in question, I'll see if I can find it.15 points -
Racetrack - LR2 modding toolkit
le717 and 4 others reacted to coffins for a topic
I tried to make mods "natively" using different tools and so on (I should say thanks to Xiron for his tutorials ). However, it was a bit long and tangled process because of too much diff programs and files transitions. I decided to make a single tool which will allow you to organize every file and folder in mod root folder, to work with them parallel and to push everything using one little command. After some tests (Thanks to Ayliffe and Xiron), app became stable. Racetrack Racetrack is cross-platform and fast LR2 modding toolkit that presents to you a set of tools, such as automatic converters, mod root folder scanning, files scanning, storing all mod resources at centralized folder, switching between this folders and so on. Another words, it organizes LR2 modding. What you can do? Just submit models, textures and sounds in any format (Except models) and relax. See mod status, backup both mod and game data and push everything to the game. How it works? When you're creating new mod folder, RT copies all game data folders (without files) to it and turning this into a repository (RT uses LibGit2Sharp to track it), then waiting for files input and store them in this folder. When you finished filling your mod with game resources and submitting "push" cmd, RT copies everything from mod root folder and moving copied stuff to game data. You can switch between any mod folders, just make sure that it has game data folders. What I need to submit files? Nothing, except images (.JPG, .TGA, etc) or mono sounds (.AIFF, .MP3, etc) and models (I'm working on them, but now you have to get model with the same extension as in LR2 game data). RT will convert them to either LR2 sound or LR2 image if they has extension other than .MIP and .AIF. How to get it? First of all, make sure you have .NET Framework 4.0 or higher installed at your computer. If you already have it, then just download an archive and extract somewhere. After doing that laucnh an executable (Racetrack.exe) and enjoy modding. Can I participate? Only by suggesting any features RT hasn't at the moment. Source code is going to be open-source, but a bit later because I'm working on its performance and optimization. Well, it's my first tool and I believe it's useful.5 points -
LEGO Stunt Rally development artwork
Lair and 4 others reacted to Cirevam for a topic
"Playable by fruit" has surpassed "cow car" and "testercall" as most hilarious things done by LEGO game devs. Stunt Rally really has made its place in history.5 points -
A game I'm working on: A 3D, multiplayer roguelike (Released on Steam June 23rd, 2015)
coffins and 2 others reacted to Addictgamer for a topic
Barony has been released! If you pre-ordered the game, you can download it now.3 points -
LEGO Stunt Rally development artwork
Lair and 2 others reacted to lol username for a topic
Oh indeed they do... For those who might be curious, here's some beta screenshots with dark grey roads: http://www.brickshelf.com/cgi-bin/gallery.cgi?f=468828 It's a shame the controls got simplified, but that is pretty funny.3 points -
LEGO Stunt Rally development artwork
le717 and one other reacted to Jimbob for a topic
The orange test... Wow, I wouldn't be surprised if that became another one of RRU's memes. EDIT: It's now part of my member title for the time being.2 points -
easter egg
le717 and one other reacted to k-g for a gallery image
From the album: Stunt Rally oranges
2 points -
testing team
Yellowberry and one other reacted to k-g for a gallery image
From the album: Stunt Rally oranges
2 points -
LEGO Stunt Rally development artwork
Lair and one other reacted to k-g for a topic
Here is the next batch of vehicles photos (dated 5-10-'99). Hurray! The muscle car has been finalized!2 points -
A game I'm working on: A 3D, multiplayer roguelike (Released on Steam June 23rd, 2015)
Cirevam reacted to Addictgamer for a topic
Hey guys: So, I joined a game dev team. Since then, I've been very busy working on this game: Barony, a 3D, multiplayer Roguelike, which, has further-since been greenlit and available on Steam since June 2015! ** UPDATE JUNE 2016 ** Earlier this year, we have released a graphics overhaul, among continued new patches fixing bugs and adding new features. Additionally, as of June 27 2016, Barony is open source, licensed under the GPL 3.0. Github repository here. Here's some screenshots of the new version: Pre-2016 graphics-overhaul Screenshots:1 point -
LEGO News about LEGO News
aidenpons reacted to emily for a topic
Some of you may already be aware of LEGO News Show - a series of online shorts LEGO has been producing to advertise their product range that up to now has been available exclusively in German. BZPower has the scoop that the series has gained enough appeal to make the leap to international distribution. That means more languages - including, most importantly to monoglots everywhere, English. If you're curious you can see the 9 already available episodes in German here. Sources: BZPower1 point -
1:8 scale LMS Explorer
Ben24x7 reacted to Arthuriel for a topic
This is my latest creation. It has some flaws (e.g. the engines), but it was sometimes very hard to find the right pieces etc. Otherwise I chose this scale, because it was a challenge to build a smaller version which contains lot of details too. pieces: ~5000 to ~5300 bricks (depending on the version) building time: hmm, maybe 30 to 50 hours scale: not exactly 1:8 but very close to it (~1:8,25) (compared to my 1:1 scale version of the LMS Explorer, which is 975 studs long) construction program: LDD (but I have converted the model into ldr (MLCAD) and lcd (LeoCAD) files, too) dimensions: Length: 116 studs/ 91,36 cm/ 35,97 in. Width: 17 studs/ 13,49 cm/ 5,31 in. Height: 16 studs/ 12,70 cm/ 5,00 in. Picture (made in bluerender): Rotation Video (made with the bluerender rotation mode): https://www.youtube.com/watch?v=jI5mtplVLlk Older Render Pictures:1 point -
LEGO Media E3 2000 footage?
eagleeyedan reacted to lol username for a topic
Looks like All Games Network (AGN) was at E3 2000 and got video footage of the stuff LEGO was showing off: http://www.pseudo.com/player/index.php?pt=0&channelID=10&showID=14 Problem is, I can't get any of the videos to play. All the LEGO-related ones give me a blank grey spot where the video should be. The non-LEGO ones do the same thing but put "You must have Real Player to access this video." text on top of that grey spot. I'm not very familiar with how this sort of stuff works and I'd rather not go on a wild goose chase looking for old plugins or whatever. Would anybody here have an idea on how to play (or preferably download) these videos? Sounds like a potential goldmine for beta footage and other fun stuff. Edit - Also, looks like they have E3 coverage for 1999 and 1998 as well, so there's possibly more LEGO game footage besides the ones mentioned above. Also, here's a couple pics of the booth on IGN: http://www.ign.com/articles/2000/05/14/e3-2000-photo-booth-tour-l-n1 point -
LEGO Media E3 2000 footage?
Fush reacted to le717 for a topic
I'm trying to extract the videos (jamesster asked me), and so far, I've come to this conclusion: A really old browser with really old plugin software to run really old (and broken!) code, There's a ton of PHP and JS processing going on here, and I keep hitting an undefined JavaScript function (and looking further, faulty logic!). I'm also having dad find a really old copy of RealPlayer (he has it somewhere) to assist. I'm doing my best to work around it, but don't expect anything tonight unless a miracle happens.1 point -
RRU Quotes 2: Reckoning
Ayliffe reacted to Alcom Isst for a topic
[6:11:16 PM] Ciprian: I need potato [6:11:19 PM] Ciprian grows a melon patch [6:11:22 PM] Ciprian: Oops, wrong button [7:00:00 PM] Hugh Wotmeigh: Well, to be fair. [7:00:03 PM] Hugh Wotmeigh: He was kinda right. [7:00:07 PM] Hugh Wotmeigh: LMO came out. [7:00:13 PM] Hugh Wotmeigh: But it was and is awful. [7:00:40 PM] Alcom Isst: I forgot why LMO was awful. [7:00:47 PM] Alcom Isst: I just remember missing my knight. [7:00:52 PM] Cyrem: oranges could play it1 point -
Adventurers Time Period
Lair reacted to TalonCard for a topic
This is interesting--two dates I hadn't heard of before. I'd noted in my LEGO timeline: The only exact date for the Adventurers theme comes from the German audio drama The Hunt for the Pharaoh’s Treasure, which puts the Egypt theme in 1910. The LEGO Book indicates a 1920s setting, indicating that at least one of the subthemes takes place in that decade. The Chinese city of Xi’an appears in the Orient Expedition online comics—this is a real city that was renamed in 1928. The author of Curse of the Mummy doesn’t seem to have been aware that the Adventurers theme was set early in the 20th century, as the airport scene includes a modern-day helicopter and Kilroy’s coded message is sent via fax machine. So now we have a couple of different exact dates for the Adventurers time period: 1910 - Hunt for the Pharoah's Treasure 1922 - 75900 Mummy Mystery set 1925 - Orient Expedition CD 1933 - LEGO FAQ 1925 is consistent with the Xi'an shoutout, though it's unlikely that everyone would have stopped calling the city that as soon as it was renamed, so 1933 is an outlier but still reasonable. Except for 1925/1933 (as those are two different dates for the same events), these dates aren't mutually exclusive--the Indiana Jones films spanned a longer period of time than this. (Even longer if you count the TV series.) For comparison, Johnny's adventerous peers in other themes have some hard dates too. The Pharoah's Quest series is locked in at August, 1924 thanks to the "Adventure Journal of Professor Archibald Hale" on LEGO.com, which provides day-by-day entries for the events leading up to Pharoah's Quest. Dr. Artimus Rhodes from the Atlantis theme backstory made his expedition to the underwater kingdom from August-September 1919, according to the "Secret Journal of Dr. Artimus Rhodes", also on LEGO.com. (Johnny Thunder had a similar diary in the "Minfigure Handbook: Adventurers" online feature, which had entries from April to October detailing non-theme related adventures, but no year was given. ) TC1 point -
LEGO News about LEGO News
eagleeyedan reacted to Ben24x7 for a topic
Personally, I was wondering why the videos had no subtitles for anything other than German, and now it turns out it was only for that regieon. Still, it would at least be nicer to know what the people on-screen are saying rather than judge by whats on screen.1 point -
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RRU Quotes 2: Reckoning
aidenpons reacted to Drill Master for a topic
On 04/03/2015, at 7:14 AM, JAL wrote: > Anyone here currently have ORAS? I can't seem to connect to the PSS On 04/03/2015, at 7:17 AM, JAL wrote: > Ok nevermind On 04/03/2015, at 7:18 AM, JAL wrote: > There was an update that my 3DS neglected to tell me about On 04/03/2015, at 7:18 AM, Alcom Isst wrote: > Dammit, Drill. On 04/03/2015, at 7:18 AM, JAL wrote: > What? On 04/03/2015, at 7:19 AM, Alcom Isst wrote: > You made me save my Resume as a .3ds file instead of a .pdf file! On 04/03/2015, at 7:19 AM, JAL wrote: > lol On 04/03/2015, at 7:22 AM, Ciprian wrote: > good job1 point -
April Fools Spam-Bot attempt - 2015
noghiri reacted to Ayliffe for a blog entry
Have you considered using a Jeep for this action? I recommend the Jeep Grand Cherokee. Click here for more information!1 point -
An Important Announcement
Seaborgium reacted to le717 for a blog entry
Sounds legit, down to the vague goals, dramatic goals, promotion overview, and just everything.1 point -
LEGO Stunt Rally development artwork
k-g reacted to lol username for a topic
Oooh, nice. Aside from their coloration, the F1, hot rod, jeep, and tanker all look pretty close to their final designs (if not exactly) - I'd have to take a good look at the in-game models to be sure though. The other cars look nice, though the final designs were definitely improvements. Oh, hey, wait a moment... One of the pieces in the jeep was never available in green, yet there it is, in the model... http://www.bricklink.com/catalogItem.asp?P=30149 The piece on the front of the hot rod wasn't available in red, either: http://www.bricklink.com/catalogItem.asp?P=30147 And this piece on the F1 and robot cars wasn't available in red or trans green... http://www.bricklink.com/catalogItem.asp?P=6152 Did LEGO supply you with special pieces or something? :P1 point -
LEGO Stunt Rally development artwork
Lair reacted to k-g for a topic
Here is the next batch, (dated 23-9-1999). Note the Danish text on the table. (looks like there were two X-car prototypes at this point!)1 point -
LEGO Stunt Rally development artwork
Lair reacted to k-g for a topic
Alright! Here are some photos of the very first vehicles created by the development team for the game. These were sent for review to LEGO HQ, who then started work on improving these. I'll post some images of those later.1 point -
LEGO Stunt Rally development artwork
JrMasterModelBuilder reacted to k-g for a topic
@JimbobJeffers: 1) Jamesster answered that one correctly. 2) As far as I remember, the themes never changed. Although perhaps a bit cliched, they were a good fit for the various toy themes. 3) These images were made really, really early. The whole "stunt" angle hadn't even been developed yet. The fan and magnet were just the first ideas we had. The fan made it in, but of course blowing upwards instead of sideways. 4) Yes, stay tuned. @kajeuter: More playable characters would've meant creating many more in-car camera animations. I think for this reason we chose not to make all the characters playable. @jojo337: Nice model!1 point -
So I just found these on deviantART...
eagleeyedan reacted to Fluffy Cupcake for a topic
I guess no one on the island does exercise? I mean, people walk around the island 24/7 practically, except for the Brickster and Infomaniac.1 point -
So I just found these on deviantART...
eagleeyedan reacted to Fluffy Cupcake for a topic
Apparently the author's explanation for them being fat is: "The only thing to eat on the island is pizza." ._.1 point
