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Showing content with the highest reputation on 02/27/2019 in Posts

  1. elrunethe2nd

    Prototype Granite Grinder Model

    I decided to make it in Blender from scratch whilst working on other things. Given the small scale and grain, it's a bit hard to make out the details, but I think I did alright. I nicked the backside from the standard model. Anyway, now you can see what the other side of that pimp-walk looks like. I've put it up for download here if anyone wants it for your own purposes. Use it for whatever you want. For reference:
    2 points
  2. miningmanna

    LRR remake project

    So I got some stuff done: -TriggerItems can get their function assigned via Lego*/Triggers where you put the path to the TriggerItem with : and define their function (for now only exit) -The MapMesh is reimplemented. A bit more structured this time -Cursor is able to select a tile (not really select but the tile under the cursor gets highlighted to test the ray-mesh intersecting) (https://www.youtube.com/watch?v=WZvtmtvVuOw) -The Main-menu overlays have a random delay inbetween -The rock animation for the menu transitions has been added -The initial cave in the dugg map gets "expanded" to have a 1 tile wide border of any cliff type, meaning that it will add every neighbour tile until it has a 1 thick border plans: -Being able to modify the map and update the mesh accordingly -Improving the cursor tile highlighting. It currently is a bit iffy. It works but sometimes it doesnt feel like it. Note that i implemented that today. There is probably a better way of doing this. Currently it uses a parametric description of a plane and the ray from the cursor to set up 3 equations (for each component: x,y,z) and solves the system with gaussian elemination. -Ingame menu (building menu, etc.) -NERP to lua compatibility. I already have a way of compiling the nerp files to lua. Basically it reuses the function names. I will make a lua file which then binds the function to the new alternative function. Example: GetEnergyCrystalsStored (nerp) -> function GetEnergyCrystalsStored GetEnergyCrystalsStored is then defined as: function GetEnergyCrystalsStored() return base.crystals end regarding registers. They will use global lua variables. So everything should work like intended after compiling to lua lastly: -A solid loading system. The idea will be that it first tries to get the assets from the following places. The last with the overrides the ones coming before it: * WAD files "LegoRRx". Larger x overrides lower x * "Data" folder * "LegoRRx" folders. Same order as the WADs. It might be a good idea to switch around "Data" and "LegoRRx" folders, but that should be an easy fix, as soon as its done
    1 point
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