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Showing content with the highest reputation on 12/01/2017 in all areas

  1. polymaker

    Custom Bricks for LDD

    I just wanted to share my progress on creating custom bricks for LDD. As you can see by the following images, I've succeeded at what many thought impossible: importing custom models into LDD. I have cracked the structure of the .g file format but I still have problems with a section that has to do with the outlines/borders of the bricks. I am now working on an editor to create the xml that goes with the model which specifies the collision and connection information.
    1 point
  2. pivke

    Research: Collision files (*.col)

    Hi all, as some of you were interested in the collision files, I started to research them. There are 2 versions of collision files. Once there are simple collsion files with only 1 bounding box, and then there are collision files with several sections (several bounding boxes, probably for more complex objects which can't be represented with 1 single bounding box). Simple *.col-version: CBBX - "Cube BoundingBox" { //Defines origin base position of the whole mesh FLOAT CenterXAxis; FLOAT CenterZAxis; FLOAT CenterYAxis; FLOAT MaximumXAxis; //Global final position: CenterXAxis +- MaximumXAxis FLOAT MaximumZAxis; //Global final position: CenterZAxis +- MaximumZAxis FLOAT MaximumYAxis; //Global final position: CenterZAxis +- MaximumZAxis DWORD Unknown1; DWORD Diameter; //Maybe diameter for bounding sphere? } *.col version with several sections: CBBX - "Cube BoundingBox" (file with multiple sections) { //Defines origin base position of the whole mesh FLOAT CenterXAxis; FLOAT CenterZAxis; FLOAT CenterYAxis; FLOAT MaximumXAxis; //Global final position: CenterXAxis +- MaximumXAxis FLOAT MaximumZAxis; //Global final position: CenterZAxis +- MaximumZAxis FLOAT MaximumYAxis; //Global final position: CenterZAxis +- MaximumZAxis DWORD Diameter; //Maybe diameter for bounding sphere? } COL - "Collision" { DWORD Unknown; DWORD NumberOfBoundingBoxes; DWORD Unknown; } struct BoundingBox { //The following is representing 1 vertex //Maximum on X axis FLOAT MaximumX; //x coordinate of first point FLOAT MaximumY; //y coordinate of first point FLOAT MaximumZ; //z coordinate of first point //The following is representing 1 vertex //Maximum on Z axis FLOAT MaximumX; //x coordinate of first point FLOAT MaximumY; //y coordinate of first point FLOAT MaximumZ; //z coordinate of first point FLOAT Unknown; FLOAT Unknown; FLOAT Unknown; FLOAT Unknown; FLOAT Unknown; FLOAT Unknown; } GRDP - "Groupdata" { DOWRD NumberOfIndices; DWORD Indices[ NumberOfIndices ]; } On the more complex format you can see, that it is holding several bounding boxes, which are indexed in the "GRDP"-section. We know this pattern from *.msh-mesh files. As you can see, there are still some unknown variables. I could write a software which lets you create custom bounding boxes for your custom models, but I think it would be better to reserch the missing variables first.
    1 point
  3. pivke

    Research: Collision files (*.col)

    Successfully changed a complex *.col-collision file to the simple version of it. So the game let's you decide wether you want to use several bounding boxes or just one. Changed Rocks.col with several bounding boxes to one single bounding box (erased it):
    1 point
  4. Lair

    Ctrl + V

    Согласно всем известным законам авиации, нет никакого способа, пчела должна иметь возможность трахать. Его крылья слишком малы, чтобы получить его жира маленькое тело от земли. Пчела, конечно, трахатьт все равно, потому что пчелы не заботятся, что думают люди это невозможно.
    1 point
  5. Dazzgracefulmoon

    Ctrl + V

    1 point
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