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Showing content with the highest reputation on 03/24/2017 in all areas
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LEGO Worlds DLC
Brigs and 4 others reacted to Pollywanna for a topic
I found two icons for the Classic Space vehicles - presumably the ones set to appear in the demo, which I am guessing is the first free content update. That's set 6809 and 885.5 points -
RRU Quotes 2: Reckoning
noghiri and 2 others reacted to lol username for a topic
[7:01 PM] The Road Warrior: Imagine human centipede with 20 drunk dudes and chicks are huddled around a massive HD LCD. [7:01 PM] The Road Warrior: That was one of the best nights of my life.3 points -
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HTML5 Rock Raiders Remake
risingstar64 reacted to DoubleBro7 for a topic
Seriously, you have made amazing progress on this, very quickly and consistently! I'm honestly replaying the levels fairly often, if for no other reason than to try and build as much as I can before my Raiders drop off the fifth Energy Crystal and ended the level. In so doing, I have encountered the only significant bug I can remember: *When I create a build site before the Tool Store has all the materials it needs for it - or possibly once the material demands outpace the Tool Store's supply - the Raiders often abandon building it.* (Note: The specifics of the conditions that trigger the bug might be a bit off.) I love what's there so far. The last thing I want to do is delay the addition of Raider-training, dynamite, and/or vehicles - so the only request I have is for some bits of HUD [even in just a temp form] that show building requirements before you select/place them, and something that shows building progress during construction. Even the currently-existing Debug Mode HUD for build progress is pretty bad, as the font color is really hard to read. Other than that, though, it's AMAZING!!!1 point -
A few questions on models/animations
darkf reacted to Cirevam for a topic
The index number is from the color index of the 8-bit bitmap file. I use GIMP to figure out the index number for a specific color. Additive transparency is defined in the model under the Advanced tab in the Surface editor. It must be set to 100% or Rock Raiders will not display it properly. This is the only thing that affects it as far as I've been able to tell. I leave everything else alone.1 point -
A few questions on models/animations
darkf reacted to lol username for a topic
It's that part of the file name:1 point -
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Does anybody here remember Clutch Powers?
eagleeyedan reacted to lol username for a topic
Handy dandy clip - notice it's implied that Ninjago takes place a long time after Clutch Powers:1 point -
Does anybody here remember Clutch Powers?
eagleeyedan reacted to emily for a topic
Clutch Powers is weird because it came out at that liminal stage where long-form Lego animations were still uncommon, but were just about to start flooding the world in an endless stream. So like, it was all "cool! the first ever lego movie!" and it seemed like it was going to lead into something more directly (like, idk, more dtv lego movies) but instead the ninjagos and starwarses and lego movies just started parading in from their own independent paths and clutch is left as this kind of bizarre anomaly that doesn't have any real successor to its name, directly or spiritually. You might even say it....... works alone1 point -
Invisible Color
Lair reacted to Cirevam for a topic
Unfortunately, I haven't been able to figure out how LRR determines which colours are supposed to be transparent. The closest thing I've been able to do is create transparent particle effects which works by treating pure black (000,000,000) as fully transparent, pure white (255,255,255) as fully opaque, and everything else inbetween partially transparent. Then, in the Surface Editor in Lightwave Modeler, you have to go to the Advanced tab and set Additive Transparency to 100%. That won't work for what you're trying to do. There's probably a variable in the LWO files that tells the game which color should be transparent. I'm going to guess it just looks at the index number in the texture. I can help you test this if you want. Too bad you're getting my help anyways. I'm choosing the Slimy Slug's eye for this example. Please open your textbooks to Data/Creatures/Slug/A014_SlugEye.BMP I know the transparent colour for the slug's eye is 14 from previous research. Let's mess with it a bit and see if the game looks at the index or at just the color. Here I moved index 14 to 240 just to get it out of the way. 14 is now some shade of orange. Now I moved 0 (which is white) to 14 and changed the green background to white to see if I could force that to be transparent. It worked! Great. Let's look at the model, which is Slug_Eye.lwo in the same folder. We'll open it with a hex editor (I use XVI32) and look for instances of 14. Oddly enough, the only instance I found was in the filename: A014_SlugEye.BMP This is really interesting. There are other textures that start with A###, but most of them start with A000. I think that this specifies the alpha index. To test, I looked at a few other textures, like A068_LightX and A227_headtop2, and guess what? The index in the file name always matches the index of the background colour. I can further test this by making some new models and textures and seeing if this hypothesis holds up, but that will have to be later.1 point -
The Culture of the LMB (A Satire)
le717 reacted to Cirevam for a topic
"I hate this place." Batman knows what's up.1 point -
The Culture of the LMB (A Satire)
le717 reacted to Cyrem for a topic
As far as I've been able to tell from my regretful visits to that community, I'm not sure if the policies LMB's have are simply bad or if it's the terribly chosen 8 year old moderators.1 point -
The Culture of the LMB (A Satire)
le717 reacted to Cyrem for a topic
Haven't read this yet, but, make me admin of the LMB and I'd be able to fix that place up tight. I lost it xD1 point
