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Showing content with the highest reputation on 05/17/2017 in Posts
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Sequenced Textures on Custom Models
Pranciblad and 6 others reacted to Cirevam for a topic
I finally got around to doing this and I would like to let you know that it works! Adding 0x0B to FORM, SURF, and TIMG and adding " (sequence)" to the texture path in my test model made the textures move. MODDING IS BACK ON THE MENU7 points -
Of Minifigures, SpongeBob, a Gas Station, and a Doomed Game Demo
Zed and 4 others reacted to lol username for a topic
He's done this many times with different "games" but this particular one has LEGO people so I think you fellas will like it the most. https://lumalin.wordpress.com/demo-noir/ Oh my god this is legendary.5 points -
52 points is enough! :)
Pranciblad and 2 others reacted to Lair for a topic
they could've at least auto-scored based on the drivers' current positions if they couldn't speed up the drivers after you win - absolutely amazing when the boss is in 4th place but still ends up with a 2nd place score if you finish far enough ahead of everyone else3 points -
52 points is enough! :)
Ben24x7 and one other reacted to Lair for a topic
so just f**** over the circuit host specifically and the game wimps out because it can't apply that stupid auto-score thing, got it2 points -
My next video :)
emily reacted to piotr_garschin for a topic
Today I'm gonna show you how my good old friend destroys the rest and rushes for the title! I was doing my best but there was only one champion that day!1 point -
Lego Rock Raiders in Unity (Canceled)
Mikkel246 reacted to Rogod for a topic
Those clumsy ice elementals hiding in the wall behind the camera1 point -
Lego Rock Raiders in Unity (Canceled)
The Ace Railgun reacted to Fluffy Cupcake for a topic
Hey, who kicked that one crystal over!1 point -
Lego Rock Raiders in Unity (Canceled)
Mikkel246 reacted to Rogod for a topic
v0.08 promises to be better than v0.071 point -
The "I acquired more LEGO" thread!
Lind Whisperer reacted to mumboking for a topic
I felt the packs... I'm pretty sure I have two rocket kids here... Oh hell yes!1 point -
Of Minifigures, SpongeBob, a Gas Station, and a Doomed Game Demo
Quisoves Potoo reacted to emily for a topic
SPONGEBOB HONEY, GET OUT OF THE GAS STATION1 point -
52 points is enough! :)
Pranciblad reacted to piotr_garschin for a topic
https://www.youtube.com/watch?v=lEWD2BpRlKo Yesterday I won Captain Redbeard circuit with 52 points. I don't know if it is possible to win with "better" score. Can anybody do it lower?1 point -
52 points is enough! :)
Lair reacted to piotr_garschin for a topic
I just do it for fun and for making the game more interesting. I hate this auto-score when I finish too fast and the rest don't have a possibility to finish in order they actually were.1 point -
Sequenced Textures on Custom Models
The Ace Railgun reacted to Cirevam for a topic
Currently I am very close to putting animated (internally known as "sequenced") textures on custom models. I've exported an existing model to LW5 via Lightwave 9, which creates a valid model without sequenced texture data. I was able to insert that data back into the file while keeping the file valid and readable by LRR. Unfortunately, the texture does not animate. Lightwave recognizes it as a sequenced texture, so I suspect there's a control byte in the file that tells the game to animate it. I need someone used to this sort of sleuthing to help me figure out what's missing. I have included two files at the bottom of this post. SteamThing.lwo is my edited file, and SteamThing_orig.lwo is the original. The edited file should be placed in Data\World\Shared and it shows up on the Tool Store. Please help me analyze these files. The file data, as far as I know, is as follows: FORM = Header data PNTS = Vertex data SRFS = Surface (texture) name POLS = Polygon data SURF = Surface name again? COLR = Diffuse channel for the surface FLAG = ? LUMI = Luminosity data (probably maps, effects) VLUM = Luminosity value CTEX = Surface UV data TIMG = File path of image IMSQ = Image sequence data TWRP = ? TFLG = ? TSIZ = ? TCTR = Possibly number of frames before looping the texture sequence, which happens automatically anyways TAAS = ? TCLR = Diffuse channel again? I took IMSQ, TWRP, TFLG, TSIZ, and TCTR from the original file and added them immediately after TIMG. Lightwave reads this data properly, as shown below. LRR displays the model and the first frame of the texture, but it does not animate. Interestingly, it only seems to show the steam on the back of the Tool Store. There is more steam at the teleportation landing pad, but it's invisible to me. I will supply additional files if you need them. http://oresome.rockraidersunited.com/download/429 http://oresome.rockraidersunited.com/download/4301 point -
RRU Quotes 2: Reckoning
Brigs reacted to Lind Whisperer for a topic
[1:28 PM] Ayliffe Innit: wonder if they'll annouce any worlds stuff at E3 [1:28 PM] Ayliffe Innit: DLC and the like [1:28 PM] ProfessorBrickkeeper: Lots more to look forward to than just some agents DLC. [1:28 PM] ProfessorBrickkeeper: There's a lot of fan-requested stuff in the woodwork. [1:30 PM] Ayliffe Innit: by "fan-requested" do you mean "yelled repeatedly on the steam forums"1 point -
Stunt Rally for Playstation 1
Lind Whisperer reacted to lol username for a topic
I can't imagine they'd do that as a design choice; I'd bet it was just how things were at that point in development for whatever reasons. Also: Turns out this is its own weird story... Made a separate topic for it:1 point -
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Lego Noticed Funko Pop
Lair reacted to Zed for a topic
this is an endless period of torture. there are no calendars in hell1 point
