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Showing content with the highest reputation on 07/30/2018 in all areas

  1. miningmanna

    LRR remake project

    Update: Animations are fixed. They are working properly now: Next up is the texture loading and mapping
    3 points
  2. miningmanna

    LRR remake project

    Update: I have applied the UV files, and yes, it looks quite good. If anyone was wondering: the resolution is low, since im recording a window with 600*400 pixels, but I could increase the resolution at any time. I guess now its time to make the setup more rigid, it is currently quite flimsy, since I just wanted to see if it even works, but now I can improve that. I could work on animationViewer as side project. I´d imagine it would be quite helpfull for modding PS: I could also implement the conversion from planar texture mapping to UV, since that is what I will be using anyways
    2 points
  3. RampantLeaf

    Interesting LEGO Star Wars hidden characters

    I recently got the PC version of LEGO Star Wars: The Complete Saga after having played it on Wii for many years, so I've decided to do some file sifting and minor modding to have some fun. (thanks McJobless for your guide!) Anyway, after loading a whole bunch of cutscene-only characters in the Negotiation level at the beginning of the game, I decided to look in the CHARS\CHARS.txt file for some more characters to insert. Interestingly, among other things that you guys may have already found, I found... the curtain from Jabba's Palace, which I noticed made noises when punched in the level the baby versions of Anakin and Padmé, which floated, to my amusement Luke Skywalker "pyjamas" variant, which turned out to just be Luke from the end Episode 5 cutscene "Duvet", an odd translucent blanket that's arched at the end like someone is in it. I'm assuming this is from the scene where Padme is in the medical room ...among other things. I also found some crude words mentioned in some of the code, probably for dummy or placeholder text, such as b00b, t!t and poop. But the strangest character I found was this... He floats a bit above the ground, has hands but no body, a grey beard and bushy eyebrows and odd eyes. His file name is "SanSweet" and he's under "////extras", possibly named after Steve Sansweet, who owns the largest collection of Star Wars memorabilia. His picture is below: It looks like he could have been a planned playable character for the game. Although he has a huge and tall collision box and no animations, his folder curiously is full of files, many for standard animation files. He also has a few files beginning with "GHOSTBENKENOBI", hinting at who his base character was. If anyone's interested in taking a closer look, go ahead! Just posting because I hadn't seen any mentioning of it here yet.
    1 point
  4. lol username

    LRR remake project

    A while back I manually transplanted the UV coordinates to OBJ exports of the LWOs, and didn't know what those last 4 blocks were either... They didn't seem required to get proper UV mapping, so they must be for something else: Maybe try editing them, and seeing what changes in-game?
    1 point
  5. PapaBrickolini

    Ogel Island - Multiplayer RP/Sandbox/Minigame Game

    New larger frame and some new bricks. Along with a "Very WIP garage" Car here is built 100% ingame. Bricks are added to the frame brick.
    1 point
  6. lol username

    LRR remake project

    Very nice! Honestly, even just a simple, separate animation viewer would be quite nice, given LightWave is so clunky (and doesn't handle the .uv files for the very low poly raider or or lava monster, either).
    1 point
  7. Ajax

    Interesting LEGO Star Wars hidden characters

    Can I see a screenshot of baby Skywalkers?
    1 point
  8. aidenpons

    Using the Puzzle Editor (& a level I made)

    Despite the fact that Alpha Team has a built-in puzzle editor, activated by hitting ~ N I B L I K <ENTER> (there's no need to use capitals, that's just there for clarity) and then clicking on the LL icon to change it to PE, and it runs fine-ish on Win10 (unlike LRR), I'm surprised at the lack of level creation there's been. This is for a couple of reasons. One, loading custom levels is a pain. Secondly, the puzzle editor is not the easiest to use... Thirdly, the PAC Extractor seems to have mysteriously disappeared off RRU, which is a shame, although not neccessary for designing levels. I hope this will clarify the first and second points. As for the first, I noticed that custom levels, despite hanging around in the Alpha Team directory, show up quite happily in the Puzzle Editor's "Load Level" menu. This means that if you have a custom mission, you can plonk it down in your directory, boot up Lego Alpha Team, activate the Puzzle Editor with the key combo above, and load that level. As for the second.... well.... Here's a list of important key controls I've found. F2 - opens Place Objects menu F3 - opens the Select Mission File menu To navigate these menus, use the arrow keys. You can also press the first letter of what you're looking for; eg press U and it will jump to the first thing with a letter that is U, or after U. F4 - save the current stuff in the editor Del - deletes the selected object. You can select the 'world' and delete that, if you want. Here's a list of other controls which aren't so useful: F12 - turns on some information in the HUD which isn't all that useful (eg FPS, animation states of the object you have selected) U - Do not press this key - having any object selected (even the world!) it will freeze, then bork its graphics to something else. This is usually solvable by selecting the offending object and pressing Del. Hammer U enough times and you will get absurd quantities of lag. Q,W,E,S,D, some other keys around there: Other camera controls R - Rotate. Usually rotates in 90 degree increments but can also be used to rotate objects at funny angles, eg 10 degrees. (Team Members that run onto a Direction Tile facing 10 degrees will run off at 10 degrees). Some key I pressed turned off the snap-to-grid placement. I highly recommend you don't use this, because it makes fitting 2 direction tiles on something that is only 8 wide very difficult. However, while we have a puzzle editor and can place anything we like, we're still quite restricted... I have not managed to get the game to accept 'another new lock.' There is always one objective and no matter what you add, you will not change that objective. I cannot move Evil Orbs around to.... anywhere useful. Placing new Team Members is wonky with the Play hud - it doesn't seem to think they're there. I can't get the game to accept a new bomb & plunger. Hints + modded levels = kaboom Other useful notes include: The game handles Trouble Tubes, Radia's Launcher, etc etc all the same way. Place the object down and then drag-n-drop a Team Member into there. You can place Dash on Crunch's Rolling Bomb, for instance. This is also the case for seesaws. It appears to be impossible to create new pathable terrain, except for the 'second' biome - the one where you find Radia, are introduced to sharks and Crunch's bombs, and board the Trouble Train - accepts Platforms being placed on the ground below the water. Jump tiles can be placed on top of stairs, and Team Members will climb the stairs, reach the top, then do their jump off it. Regarding the Objects menu, which you open with F2... it's not very neat. But if you wander into Etc.pac you will find a useful file; CATEGORYUNITS.txt. It is a list of what all those numbers actually correspond to. (Okay, not all. There are a couple that aren't mentioned, like Flex's Hangar and some stuff in the tutorial down the bottom at U208ish. But it's most of them. For instance, anything under B is "Baddies." U is "Lego Units" and all the fun stuff like Direction Tiles, Motors, See-Saws, etc etc. Anything with the prefix OG is an immovable Ogel object, like the laser beam, the blocks, the doorway, locks, etc. T is Team Members, and oddly has the heading T.I.L.T. - probably from when this was still called Lego Logic. This means that whenever I want to place a direction tile, I hit F2 -> U (to move it to Units) -> Down x 20ish until I hit U0179, which the file tells me is "Dir Tile"-> Enter. The game then spawns whatever I've selected at what one might guess to be 0,0,0. I can't seem to force it to place anywhere else. This is highly inconvenient if the world is in the way. There is a little workaround, but it requires a Platform being present. Take note of what level you opened Select the world and hit Del Spawn your item now, or earlier Move it on top of the Platform Hit F2 and select e_____ to reload the world object back Not ideal by any means, and there's probably a better solution. Fortunately for most levels where objects spawn is in sight / under the water a bit, and you can move it to pathable terrain. Using this knowledge, I've made a custom level. Unzip into your LAT directory, boot up LAT, open the Puzzle Editor ( ~ n i b l i k <ENTER> then click on LL), open any level, then hit F3 to bring up the 'Open File' message, and then open AP_LEVEL1. (You can open AP_LEVEL1_SOLVED if you want, I guess. ) Also included in that download is CATEGORYUNITS.txt, which is the list of what all those numbers you see upon hitting F2 correspond to. Here's a screenshot: The level mostly revolves around AI-abusing the Lurchers. I've given you a lot more than the minimum you need to get this level done.
    1 point
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