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Lair and 2 others reacted to le717 for a topic
Text on the Web is technically gender-neutral and does not identify as anything. Had you not said that, no, I would not have been able to tell. Oh, and welcome to RRU.3 points -
LEGO Island REDUX
Lind Whisperer and 2 others reacted to bphillips09 for a topic
Hey everyone, sorry for the massive delay. I unexpectedly had to go out of town for a while and then immediately started summer classes when I got back home so I haven't had much free time lately. Sorry I didn't keep my word on having a build out "in less than a week". That's completely my bad. To everyone talking about integrating VR: I'm considering adding the option for people with SteamVR-capable HMDs to use them in the island with basic teleportation and such, but haven't had the time to test it out myself. I'll keep looking into this option in the future though, and agree that this isn't exactly the type of game that would/should/could utilize what room-scale VR has to offer. @Ben24x7 I like that image as a placeholder! To everyone else, sorry again for the delay. I definitely haven't abandoned this project! I also had lots of issues with unauthorized access to my PC (you can read about it here) and had to basically wipe the PC as a precaution. I didn't lose any game files or anything, but that added to me being set back when it comes to all my Unity games (including this one). Just wanted to give y'all an update, and say that I am working on LEGO Island Redux still, although updates will (obviously) not be as frequent as they were when the project was first started.3 points -
Duplo 2617 - 3 interlocking pieces
ticketstoloservile and one other reacted to mumboking for a gallery image
From the album: Stuff
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The "Johnny Blunder"
ticketstoloservile and one other reacted to Ben24x7 for a gallery image
From the album: Pictures made using Blender
A few weeks back, there was some discussion around a possible TF2 update based on a Source Filmmaker short (a bit like the 'End of the Line' update) called the 'Mayaan update' which requires cosmetics or weapons based around a 'jungle adventure-esc' theme. This is just a little mock-up I threw together in Blender of a hair cosmetic based off of Johnny Thunder for the Sniper class. I might finish it, but it'll take quite some time, and I'll need a lot of help if I reach the point of getting this into the Source Engine. EDIT: An updated version can be found here: https://pbs.twimg.com/media/Cku-5ZRXAAAyqSD.jpg:large2 points -
Rocket Racer Prints
Fluffy Cupcake reacted to XxfelixD99 for a topic
Here are some Templates for the Rocket Racer car and Minifigure from Lego Racers 2. I saved them in .psd, so you can still edit them afterwards and make them better. Feel free to download. https://www.dropbox.com/sh/y0yv82dyiyubk5y/AACAZS-OlWKF4akOazz-al_wa?dl=01 point -
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The Sins of LEGO Island 2
RobberBaron reacted to lol username for a topic
LEGO Island 2 is a hilariously strange beast under the hood. Here's some fun things I've noticed while poking around. First, the game is hardcoded as hell. All the assets themselves are stored in the bob/bod files, but absolutely all of the information linking them together in any way is in the exe. The exe is filled with huge lists of file paths for every asset in each bob/bod file. The exception seems to be textures - these are stripped of meaningful names and referenced by number (like, say, text420.tga instead), and all the info on what textures go on what models, where those models are located, etc is all in the exe. But each level in the game seems to be pretty much entirely isolated from the rest. There's a small amount generic assets shared around, but 99% of the time, if an asset - a texture, model, whatever - is used in multiple levels, it's just duplicated, saved in each bob/bod individually. You know all the different hats the NPCs have, and how you can swap them around in any level with NPCs? And how trees/plants/sign posts can be swapped around in the same manner? And how there's usually 3-5 levels of detail (LODs) for each of these? Those are hundreds and hundreds of models, collision files, and textures - and that's fine, but all of that is entirely duplicated for every scene that uses them. Duplicated in the bobs/bods, taking up hard drive space (and what was likely not an insignificant amount in 2001), and of course that means a lot of duplicated stuff in the exe too. This also means the game wastes a lot of time re-loading assets that already had their duplicates loaded for the previous level. But wait, there's more silly duplication of assets! There are some exceptions like the standard minifigure model, but generally, if two models are identical, but merely have different textures, the meshes and collision files are duplicated anyway. So for example, every minifigure has a unique model for their head, as they have unique face textures... And each of those has several LODs... And alllllll of those are once again duplicated per level they're used in. Minifigure heads alone account for hundreds and hundreds of duplicate files. But there's sillier examples. There's two switches you flip in the Brickster's Palace minigame - and they account for four models. Wait, what, four? Yep - switch 1 up, switch 1 down, switch 2 up, switch 2 down. Because apparently sharing a model and then changing its rotation when it's flipped is too hard. There's plenty of other silly things like this, but I think one deserves special mention... Every single asteroid in the Asteroid Belt minigame is its own 3D model. I'm serious. There are 235 3D models for asteroids, and 235 corresponding collision files. They're divided into three sets/variations - 66 copies of asteroid variation A, 70 copies of asteroid variation B, and 99 copies of asteroid variation C. But it gets better, variations B and C are identical! (Thanks to Will for using a tool of his to automatically check which of the asteroid files were identical to each other.) So instead of just having two asteroid models (with collision files) for a total of four files, there are 470 files being loaded to achieve the same result. There's also a lot of inefficiencies in the models themselves. Excess polygons, using a bunch of smaller textures instead of a larger atlas... But here's my favorite. You know that skeleton in the desert on Adventurer's Island, holding a gem? It's a pretty low poly model (though it could be lower poly and look identical), with 1416 triangles... And 3065 vertices. Wat. Let's take a look at the UV map... The face is the only part of the model that's properly UV mapped. The rest is just given the plain white texture (text027.tga if you wanna try swapping it out), and while it's UV mapped, it's done in a pretty horrible way. If you're curious about the details, read this article, originally published in 2003 (two years after LEGO Island 2 was released) but still relevant today: http://www.ericchadwick.com/examples/provost/byf1.html http://www.ericchadwick.com/examples/provost/byf2.html The bits relevant to the vertex count are explained in part 2. In short, splits/seams/breaks in UV maps split/duplicate vertices... And the UVs for the skeleton's body are doing more splits than a masochistic gym instructor. What you're seeing in the first image there are all the triangles for the body UV'd on top of each other. If you lay them out separately (and I've moved the face elsewhere as it's not relevant), it looks something like this... This is a UV map straight out of hell. Just by fixing it up I got the vertex count of the model down from 3065 to 1686. And as you might expect, that's not an isolated case... Lots of models are like this. More coming, maybe. I think the point has been made.1 point
