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Showing content with the highest reputation on 05/02/2017 in all areas

  1. pivke

    LI2TA - Lego Island 2 Texture Animator 0.0.1

    Hello, as I realized that my business will need my entire freetime the next 4 weeks, I quickly decided to expand the modding ability of Lego Island 2. This is one of my fastest software-projects I developed, as I managed to do this on 2 days of hard and exhausting work. LI2TA - Lego Island 2 Texture Animator LI2TA is just another modding tool for Lego Island 2. You are now able import your custom textures (see supported image-formats below), rearrange them with the tool and export the final animations to *.WIB-format (Lego Island 2 internal texture animation format). The tool will automatically check for transparency (as it's supported by it's file format) and export it like this. This time, the tool doesn't have an update-system. So watchout for updates. They will be published in this thread (title) and on the SourceForge project page. Supported import-formats: *.bmp *.gif *.jpg *.png *.pbm *.pgm *.ppm *.xbm (Choose the correct format for alpha-transparency) Screenshot Download You can download the tool on the SourceForge project page: SourceForge project page (This tool is, just like LI2GE, opensource and under GNU-GPL license) Bugs & Improvements LI2TA isn't outgoing tested. When you have improvements, problems or you are encountering bugs, please feel free to create a ticket on the SourceForge project page. You can create a ticket anonymously and without registration here: https://sourceforge.net/p/li2ta/tickets. Remember that you are helping other people too with your commitment. Testing and limits Until now I didn't discover any problems with limits. On very large texture animations (like >300 images with the size of 512x512 pixels) the tool may take about 2-3 minutes. It'll give you the impression of being frozen, but you only have to wait for it. This actually isn't a performance issue, because the tool unavoidably needs to load every single image into a image-object (internally). The same behaviour can apply for the exporting function on large files. ------- Testing I've tested an ultra hd texture animation (>300 textures, 326MB) ingame and posted it on youtube. As it seems, Lego Island 2 easily handles those big files. Watch here:
    2 points
  2. Rogod

    Lego Rock Raiders in Unity (Canceled)

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    1 point
  3. Rogod

    Lego Rock Raiders in Unity (Canceled)

    Been working on building placement (it's harder than you'd think actually ) Also wall/floor interaction is now as it should be - you click on walls/floors and they open the menu letting you do stuff to them. --- Had to hack some water into Frozen Frenzy just to test the stoopid Docks (they were being stubborn ) Woops - I've just noticed the docks mesh has been facing the wrong way this entire time
    1 point
  4. Rogod

    Lego Rock Raiders in Unity (Canceled)

    Heh, it surprises even me how much I've done this week (especially as I've been at work, seeing people & at a conference mid-week). Your project interests me because I remember making things in other engines and wanting to do it all alone. It's also a slightly different game, so I'm interested to see what you add to the game. I started because I wanted to play Lego RockRaiders so intend to finish this to the best of my abilities. Even after play-testing FrozenFrenzy like 4 times, I still want to play.
    1 point
  5. Rogod

    Lego Rock Raiders in Unity (Canceled)

    My apologies - I got so used to the controls from when it was a tech demo that I forgot to post them. Use left mouse to issue a drill/dig command to where the blue box is. Use the middle mouse to place a power-path starting block where the blue box is. Use the right mouse to drag the camera around. Use the scroll wheel to zoom in and out. Use the arrow keys or WASD to rotate the camera around. I'm working on clicking the terrain to do things like the original game at the moment.
    1 point
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