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LEGO Alpha Team HD Texture Overhaul
Ben24x7 and 4 others reacted to Jimbob for a topic
EDIT: I'm reworking this mod, making most of the textures from scratch instead of upscaling them. I'll leave the downloads below but I'd recommend waiting until I've overhauled this overhaul. This mod replaces almost all textures in the game with higher-quality versions, with each texture usually being anywhere from 4x to 8x larger than the original. Everything should look crisper and cleaner at high resolutions. The GUI has been redrawn from scratch to look good in widescreen, and most real-world textures (that is, textures not used in a LEGO model) have been remade with more realistic graphics. LEGO textures were put through a kind of vector upscaler, due to the simple graphics, and hence you'll see some parts are rounded so I might come back and clean them up another day. The only textures that haven't been edited are cursors, which don't scale, and fonts. Also the LMap.pac file was left alone as there is some crazy junk in there. Download Warning - this is a 520MB download, which uncompressed hits around 1GB. You'll need enough RAM to load that, and may notice loading screens being a tad slower than usual. Google Drive Mega Installation If you have LEGO Alpha Team installed, see @lordtobi's post here to set it up for custom resolutions including widescreen. If you don't have LEGO Alpha Team installed, check out the Windows 10 installation tutorial here. Go into the game's install folder, which for me is C:\Program Files (x86)\LEGO Media\Games\LEGO Alpha Team, and create a new folder called "Original PACs" or something to that effect. Move the game's original Map.pac and Etc.pac files into this folder, so that they are no longer present in the same folder as the game's install files and you have them as backups to easily restore. Now extract the Map.pac and Etc.pac files from the downloaded ZIP file and move them into the install folder. Launch the game as usual and enjoy the mod! Previews Check out previews of the mod here. I recommend you open them in a new tab and flick between the two for comparison. Splash Screen The main level is too zoomed out, but notice the new "Alpha Team" logo and water. Main Menu Earth uses textures from NASA, I redrew TeeVee's screen from scratch, and you can see the new widescreen HUD too. For some reason TeeVee's antennae always look somewhat pixellated, even though they're currently smooth at 1024x1024 resolution. Game Here you can see substituted textures for the real-world elements, as well as the smoother LEGO parts such as the text on the studs.5 points -
Night of Phanta Sea ★ レゴの夜
DistrictToTheFuture and 2 others reacted to Fluffy Cupcake for a topic
Which part is your favourite? Leave a comment! Video Description copy-paste:3 points -
Pepper Roni in LEGO Club Magazine
DistrictToTheFuture and one other reacted to Ben24x7 for a topic
I'm going to leave before I start an angry rant or argument... ...and before my IQ drops below zero.2 points -
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Mining Alone
Lind Whisperer reacted to Ben24x7 for a gallery image
From the album: SFM stuff/Screenshots
A wee render I did a while back, yet I could't find a good place to post it. Enjoy!1 point -
Pepper Roni in LEGO Club Magazine
The triangular brick reacted to Zed for a topic
yes it is indeed the pepper minifigure but according to current lego they're just a random skater person who never existed outside of this illustration. the so called classic themes and video games are all fake and only the present lineups are real. mention this next year and you'll be a psychopath cause this never happened. Okay I don't know what the hell i just wrote but if anyone got that I salute them1 point -
LR2 - Dr. Clickitt
lol username reacted to Fifi La Fume for a gallery image
From the album: RACERS 2
take these bricks and call me in the morning1 point -
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LEGO Dimensions
Ayliffe reacted to Ostoya for a topic
http://www.reddwarf.co.uk/news/2016/11/18/dimensions-jump/ I think I've just died and gone to heaven. No actual characters yet BUT it is a good start.1 point -
LEGO Island .wdb Extractor
Lair reacted to Cirevam for a topic
Well this just saved me a buttload of time. I thought I would have to recreate the police station, jail, and a bunch of other things. You've rescued me from a terrible fate. Thank you.1 point -
Pepper Roni in LEGO Club Magazine
aidenpons reacted to emily for a topic
... could you make it a little more clear? I'm not seeing him1 point -
RRU Quotes 2: Reckoning
Lair reacted to ProfessorBrickkeeper for a topic
[9:42 PM] TheAceRailgun: Watching skype kids 3D, god the editing in this is weird [9:42 PM] le717: skype kids 3D(edited) [9:42 PM] Pereki: skype kids 3d [9:42 PM] Dazz: skype kids was my favorite show1 point -
The 6 Core Values
dead_name reacted to McJobless for a blog entry
One thing I forgot to cover in detail in my previous blog entry was regarding how my game fits into the 6m core values of the LEGO company. Once again, this is all just generalisation at this stage, but since it's part of the reason I'm making this game (to make a LEGO game which actually matches all the values), I need to address them in some capacity. The 6 Core Values: Imagination: It's important that kids can have enough freedom to express their ideas and develop their understanding of the world through the power of clever thinking and imagination. In my game, since there's no "action" mechanics that force kids into a fast-paced, deconstructive mindset, I can have the players invest a lot of the game time in their own minds, thinking about the way the world works and possible solutions to the problems they will encounter. The game very much is about asking the player to imagine what happened, and the simulation mode lets players play with their imagination based on what they find. Creativity: While Imagination focuses on the player bringing their unique view of the world to the game, Creativity is more about how the player can express their ideas and make impactful choices. In this game, every choice (such as collection items or playing a chain-of-events in simulator mode) has clear feedback on if it will help, hinder or distract towards your end goal. While there will always be one right/best solution, it's going to be key to still reward the player for any successful progress they did make and inspire them, rather than scold them, into trying out new ideas. The end ranking system will need to take this into account. Fun: LEGO nailed it when they stated that Fun comes through Mastery; that is, we enjoy when we learn and feel the rush of progression and succession. I feel as though the mechanics lend themselves to a very clear teaching experience about consequences and understanding the butterfly effect. With a strong feedback loop in place, players should always feel as though their actions inside the game are getting them somewhere, whether that be closer or further away from discovering what exactly happened at each scene. Learning: While this could practically be the same thing as Fun, I instead wish to treat this more towards the actual tutorial/skill-building process. Not everybody will understand how cars falls apart when hit at certain angles when they first start out, which is why my game will need to incorporate some native, subtle hints within the mechanics and design of each scene. As a simple example, the simple use of lighting and colour can make more important items stand-out, guiding newer players towards the key evidence they may not be aware they need. Caring: This value isn't going to be present so much inside the mechanics of the game itself as just the overall design goals of the game. By listening very carefully to Jon Blow's message about the human condition and the ethics of game design, I will be ensuring that players of this game aren't wasting their time on crap, but will actually have a deep and meaningful game experience with substance to enjoy. Quality: Ultimately, this will be the biggest challenge. By setting minimum technical and design standards and keeping myself hostage to this blog, I can overcome some of the typical problems in keeping consistent, high quality throughout a project, but it's going to take a lot of organisation and effort to really make it sink in, especially if others come on-board for this project. It's all very vague and mysterious at this point, but as I carve a clearer picture of this game in the coming weeks, these values will start to be nailed down to very specific elements of the game design.1 point -
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