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LEGO Racers Czech version
Lair and 2 others reacted to CaptainGolem for a topic
Sorry for the long wait, here are the boss cutscenes: and here are the NPC names:3 points -
3DXML to OBJ - Converts LDD model captures to OBJ
LegoLoco7 and one other reacted to lol username for a topic
3DVIA Printscreen can capture LEGO Digital Designer models and save them as 3DXML files. It was discontinued years ago, but can still be downloaded from the web archives (direct installer link). Not many programs can load 3DXML files, so I made a program to convert them to OBJ. It does some other helpful things too. Download The resulting models are far more optimized than exports from other LEGO building software, thanks to LDD's hidden stud/tube removal. For example, a small house model that's 50350 tris exported from LeoCAD is only 13548 tris with this method - and with some additional tricks, only 2586 tris. More info here. I've only made this to work with LDD captures, compatibility with captures from other programs is not guaranteed. It will automatically name materials and textures with their official LEGO names/IDs. Setup: 3DVIA Printscreen should be configured so "Capture of textures" is on, and "Group by textures" is off. LDD should have high-quality rendering options disabled. 3DVIA Printscreen must be launched BEFORE LDD. Usage: Save your LDD model in 3DXML to OBJ's "Models" folder. Launch 3DXML to OBJ and enter your LDD model name in the first text box, then click "Move camera". This saves a new LDD model with the camera set in the proper position for 3DXML capturing. Open the new LDD model (it will have CAM_SET in the name) and capture it to a 3DXML file with 3DVIA Printscreen. Make sure it's saved in 3DXML to OBJ's "Models" folder, like the LDD models. Enter the name of your 3DXML file into the second text box in 3DXML to OBJ. I recommend leaving "Weld duplicate vertices" enabled. Choose a new color palette if you'd like, and click "Convert". It sounds more complicated than it is. Here's a model being converted and imported into Unity: And now, the advanced features, which are mostly for LEGO Universe-style color variation, but keep reading for some geometry removal tricks too. For color variation, we need to randomly adjust the color of each brick... But, LDD often batches bricks of the same color together into one mesh. Thus, we can't do it after capturing a model. We have to have the randomized colors displayed in LDD itself. So, it's LDD modding time! Setting up color variation: Download this LIF Extractor. Extract db.lif, found at C:\Users\YOURNAMEHERE\AppData\Roaming\LEGO Company\LEGO Digital Designer Put the resulting db folder where the original db.lif file was, and rename db.lif to something else so LDD will use your extracted data instead of the original file. Inside your db folder is Materials.xml. Put a copy of it in the same folder as the 3DXML to OBJ EXE. Launch 3DXML to OBJ and click the "Advanced" button. In the "Edit Materials.xml" box, choose what changes to make. You can add color variation and also apply changes to the base color palette. Click "Edit" and it will create a new XML file. Now you'll want to update the program's own internal color definitions. Enter the name of the XML file you just created in the box below, and click "Update color definitions". Replace LDD's Materials.xml with your new version. Again, this all sounds more complicated than it is. There's a video further below showing how it's done. Adding color variation to LDD models is simple enough; in advanced mode there's an option for it in the same box where you set the camera position in your LDD model. Just choose how strong you want the variation to be. I strongly recommend converting all the materials to vertex colors for models with color variation. How you do this will depend on what software you prefer; in the video below I'm using Ultimate Unwrap 3D. There's one more advanced feature: You can keep meshes of certain colors from receiving color variation and/or being exported. This is useful for "dummy bricks" only placed in the model to trip LDD's hidden geometry removal. In 3DXML to OBJ_Data\StreamingAssets, you will find "Color Export Exclusion.txt" and "Color Variation Exclusion.txt". Add the desired color IDs here, one per line. Covering studs is obvious enough, but tubes are a bit more finicky. Original LDD model, vs export with the dummy bricks excluded: A simple brick has the entire underside present. These quickly add up to loads of polygons. Placing 1x1 round plates across the surface causes LDD to replace the underside with two triangles. Nice! There's a small handful of other parts with this effect, but 1x1 round plates are the best. In fact, even just one 1x1 round plate can trigger this so long as the rest is still covered. Covering the bottom entirely will cause LDD to remove it 100%. Beware: Some bricks, like those rounded 2x2 pieces, will look like they have the same effect as 1x1 round plates, but actually don't... They still leave much of the tubes intact. And finally, here's a video showing all of the advanced features, if the text wasn't clear enough: More tips and tricks! If 3DVIA Printscreen is causing LDD to freeze and/or not launch, see this post. If you have developer mode enabled in LDD, you can press Shift W to toggle wireframe mode. You can also turn rendering of different parts of bricks on and off. LDD's bricks come in four sections, and can be toggled as such: K: Toggles studs Shift K: Toggles bottom and inside of tubes Q: Toggles outside of brick Shift Q: Toggles bottom and inside of brick You can use this to, for example, capture a model without studs, and use that as a lower LOD. Don't have developer mode enabled? Go to the same AppData folder as db.lif and developermode=1 to preferences.ini. If you've modded LDD's decorations, or LDD has updated, you can update 3DXML to OBJ's internal texture definitions - just copy the Decorations folder from db to the same folder as 3DXML to OBJ's EXE, and click the button for it in advanced mode. (In case you're curious what this does: The program keeps a list of MD5 hashes of texture data, along side their file names/IDs. This allows the program to identify what textures are what in a 3DXML file, without actually containing any of the texture data itself.) You can add your own custom color palettes, just go to 3DXML to OBJ_Data\StreamingAssets\Custom Palettes and use the existing files as examples of how they work. If for some reason you need to, Shift R resets 3DXML to OBJ's saved preferences (resolution, most recent conversion options, etc). Replacing colors when converting a 3DXML with color variation will work... But look very strange, as it'll only affect bricks that happen to be the original color values. The ones that have been slightly lightened or darkened won't be changed. You can mod lower LODs of bricks from LU into LDD... But that'd be its own topic.2 points -
3DXML to OBJ - Converts LDD model captures to OBJ
lol username reacted to TheDiplomat for a topic
Thanks for the help! Turns out I was just looking for the settings in the wrong place, hehe. Didn't look for it in the "hidden icons". Whoops. Anyway, now that I'm able to try it out, this is an amazing tool, Terrev. Thanks for sharing it here!1 point -
3DXML to OBJ - Converts LDD model captures to OBJ
TheDiplomat reacted to lol username for a topic
Another thing to try, if your computer has multiple graphics processors, is to try switching LDD to another one of them than the default. I have both an NVIDIA card and integrated graphics on this laptop, and 3DVIA Printscreen will only capture from LDD if LDD is running on integrated graphics: In fact, if 3DVIA Printscreen is open, some programs will freeze or not appear to launch if they're using the NVIDIA card. So, I've got LDD, 3DXML to OBJ, and misc other programs like Discord all set to use integrated graphics so 3DVIA Printscreen doesn't give them trouble.1 point -
3DXML to OBJ - Converts LDD model captures to OBJ
TheDiplomat reacted to MineTimelapser for a topic
Try to right-click the 3dvia icon in your task bar and go to settings there. It indeed has very few UI and is just activated by the hotkey set there (F10 in my case). Also make sure to have a double-check on the setup points in the original post such as launching the program before opening LDD.1 point -
LEGO Racers Czech version
Lair reacted to emily for a topic
I see what you mean about the names being disinterested translations of the English ones. A lot of them seemed more or less the same to me, speaking as someone who doesn't speak Czech and used google translate, but these ones are pretty funny: Governor Broadside -> Governor Attacker Royal King -> King of Kings Alpha Dragonis -> Alpha Dragon Sam Sinister -> Threatening Sam Blackjack Hawkins -> Black Peter Basil the Batlord -> Basil the Warrior Nova Hunter -> Hunter Gail Storm -> Thunderbolt The fact that "Alpha Dragon" goes off of the English version's typo of Alpha Draconis is about as clear an indicator as we could get that these names were directly translated from the English game - which is interesting, considering the other languages available on my US copy all appear to use the proper regional names for the characters, as determined by Lego.1 point -
3DXML to OBJ - Converts LDD model captures to OBJ
grappigegovert reacted to lol username for a topic
Well, it let me send you a PM, I guess we'll see if you can reply to it or not haha. Edit - Compiling as 64-bit seems to avoid the problem; new release posted, which also includes @grappigegovert's mesh welding code. Could still use some tweaking to fix whatever is causing a few vertices not to be welded occasionally, but for very large models, the old code is so slow it's basically unusable. Edit 2 - @grappigegovert solved the quirk with the mesh welding, all is good to go. New version posted!1 point -
Shadowblaze's Summer Catchup
TheDiplomat reacted to Shadowblaze for a blog entry
As promised, here's a single post containing some of my videos, from this summer onwards! This is a TouHou style track I started two years ago right after finishing Champion Battle, but I remade it from scratch with my new composition style. Unlike other tracks inspired by the same source, this one is a full-fledged composition! This one is a rather unusual track for my standards, being more focused on experimental atmosphere and ambience than anything. Melodies are very scattered and are by far the least important element here. This is a pretty basic House track, it's nothing too extreme but it's definitely a refreshing take on such a stale genre! And last, but not least, this is a track I made as an example to show to a game developer who contacted me. I didn't even get to send it to him, so I decided to upload it. It's a JRPG-syle background music with very Japanese-y elements and floaty harmonies. And that's all! Enjoy!1 point
