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Showing content with the highest reputation on 11/12/2017 in Posts

  1. pivke

    Lego Island 2 - Custom models + textures

    Hey all, did some modding for Lego Island 2: I did this with the help of LI2GE (link to thread) and a MSH exporter plugin for Milkshape 3D I didn't publish for now. I'm thinking of publishing it the next days. It gives the ability to calculate hard edged and smooth edged normals, as you can see on the image above. I hope you like it :-)
    3 points
  2. lol username

    Veronica Voltage

    Replaces player model 7 by default (the female construction worker) but you can change the file names to fill whatever character slot you want. Shares a few files with the Classic Rocket Racer mod. Download
    1 point
  3. lol username

    MIP Creator

    These are BMP files renamed to MIP. The game can't load BMP files. Also, your face textures are 64x65. They should be 64x64. If you want higher res textures, you can also use 128, 256, 512, etc for the height and/or width. Just as long as they're powers of two. Save your textures as TGA instead of BMP. I recommend using paint.net, as said earlier. While saving as TGA, make sure compression is off, as shown here. I cropped your face textures to 64x64 and resaved everything as TGA (except the pants, which were already just a MIP from elsewhere in the game). I also hex edited the hat model to use COL_WHITE instead of COL_BLUE. This is what it looks like:
    1 point
  4. Sluicer

    getting the original [AI] models

    I can not remember. I think it was something like this: In the file GAMEDATA\COMMON\CRCM.GDB there is the AI chassis used during the races. In the file GAMEDATA\COMMON\CRJMW.GDB there are the tires that are used for the cars that are build with the CR-building-chassis during the races. I wrote a unit test that unites these files and writes the result in the GAMEDATA\COMMON\CRJMW.GDB. Something like: [Test] public void TestUniteTwoGDB() { GDB gdb = new GDB(@"GAMEDATA\COMMON\CRJMW.GDB"); GDB gdb2 = new GDB(@"GAMEDATA\COMMON\CRCM.GDB"); gdb.Read(); gdb2.Read(); int voffset = gdb.vertices.Count; int ioffset = gdb.indices.Count; int moffset = gdb.MDB.materials.Count; gdb.vertices.AddRange(gdb2.vertices); gdb.indices.AddRange(gdb2.indices); gdb.MDB.materials.AddRange(gdb2.MDB.materials); foreach (Mesh m in gdb2.meshes) { m.indexStart += ioffset; m.vertexStart += voffset; m.material += moffset; gdb.meshes.Add(m); } gdb.Write(); } This works because in the file GAMEDATA\COMMON\CRJMW.SDB there are luckiely defined three bones. One master (0) and one for the front axis (1) and one for the rear axis (2). Since the data from the CRCM file is connected to the bone id 0, it will be fixed and not rotate. I also had to edit the CRCM.MDB and CRCM.TDB file. But I edited them manually. When you now use a car that is based on the CR-building-chassis, it will be hidden by the data from the CRJMW.GDB file. I can not be more specific because the game is not running, currently
    1 point
  5. For conveniences I've gone and uploaded that JAM here: http://oresome.rockraidersunited.com/download/349
    1 point
  6. Rocket Racer

    Veronica Voltage

    It's great to see Veronica back again in LR2! Now, to figure out how to make her car given the available parts.
    1 point
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