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Showing content with the highest reputation on 01/06/2020 in all areas

  1. Ben24x7

    LEGO Awesomeness

    Somebody posted this in Discord, and frankly it's too good to not post here: This person also posted images of how big this MOC is compared to the original set: More pictures of this fantastic MOC can be seen here: flickr.com/photos/137339855@N02/49330956616/in/photostream/
    2 points
  2. Jugebox98

    How the Ultra Shortcuts works in LEGO Racers?

    I'm somewhat confused about how the ultra shortcuts work in LR What I mean about Ultra Shortcut: The type of shortcut which lets players cheat the invicible checkpoint system and get laps without driving the intended route. This is done in LR driving at some point A of the track, then go reverse at some point B if the track and drive to the right way and when you go on the checkerboard line you'll get lap. Rince and repeat and you'll finish some races very fast. I don't like use them usually because it breaks the game totally. I only use them if I try to be a my own life speedrunner or I want to mess up in the game somehow. However I encountered strange behavior of these: I remember when I was playing on 2001 version of the game they worked fine. I have said before that I don't have that build of the game currently but I have the 1999 version. In 1999 version these Ultra Shortcuts doesn't work! Mindblowing? It was for me But I have the question to our Dear Modders: Is there logical explanation why these Ultrashortcuts works in first place and why they work on the later version and not the original? Why I feel that the 01 version is more broken? If you don't get what I mean then I'll give you this link: In this Speedrun: DFD, MMM, DAD, TIT, PSP and ATT are the "victims" of this Ultra Shortcut shenanigan.
    1 point
  3. pivke

    LI2GE - Lego Island 2 Game Editor 0.1.3

    Hello, you remember the old thread New MultiTool for Lego Island 2 [WIP]? What happened? Well, after 5 years, I finally finished this tool. Certainly I didn't really finish it, as I started to develop a completely new software 2 years ago. But as time went on, my spare time was getting less as I had to assume our family's demolishing company. I hope you forgive me, because I already felt bad for promising something and not finishing it. So here it is, after several weeks of hard and exhausting work. LI2GE - Lego Island 2 Game Editor Finally it's there, the official Game Edit- and moddingtool for Lego Island 2: The Brickster's Revenge. With this tool, you are now able to completely modificate your game files. The official websiteof LI2GE: www.li2ge.sourceforge.net Advanced features: -Export images in PNG, JPEG or BMP format -Export 3d models in OBJ-format -Export animated textures in all it single frames in PNG, JPEG or BMP format -Export the whole file directory to your computer -Replace any game file you want after editing Screenshots Download The project is hosted on sourceforge. You can download it here: Latest version on SourceForge (The project is licensed under GNU-GPL and is opensource. So you are free to modify and change it's content.) Bugs , Issues & Improvements This software is not fully tested and can contain bugs. It's more like an alpha-version for now. When you are encountering any problems or you have ideas for improvements, please feel free to contact me over SourceForge. Please use the "Support", "Tickets" or "Discussion" section on the SourceForge project page. Otherwise you are running the risk not to be noticed of me. Before using this software Please notice that this software is not fully matured for now. That means, that you should backup all the game files you want to modify before using this software. It's always possible that your files get damaged. P.S.: The next days I will publish another awesome plugin to get your models back into lego islands *.msh format...
    1 point
  4. Zed

    LEGO Awesomeness

    Source
    1 point
  5. Zed

    LEGO Awesomeness

    These are just a few of the many Brickfilms I enjoyed watching as a kid: There was also one more video I really wanted to share; it involved a shapeshifting Stingray Alien infiltrating a base and fighting the personnel. It was pretty cool from what I remember, but the camera quality wasn't great since it was created in 2001. I know it was on YouTube in 2008, but I can't seem to find it now...
    1 point
  6. lol username

    PS1 Ogelites

    There weren't any good pics of these guys on the internet so I fixed that.
    1 point
  7. lol username

    The Sins of LEGO Island 2

    LEGO Island 2 is a hilariously strange beast under the hood. Here's some fun things I've noticed while poking around. First, the game is hardcoded as hell. All the assets themselves are stored in the bob/bod files, but absolutely all of the information linking them together in any way is in the exe. The exe is filled with huge lists of file paths for every asset in each bob/bod file. The exception seems to be textures - these are stripped of meaningful names and referenced by number (like, say, text420.tga instead), and all the info on what textures go on what models, where those models are located, etc is all in the exe. But each level in the game seems to be pretty much entirely isolated from the rest. There's a small amount generic assets shared around, but 99% of the time, if an asset - a texture, model, whatever - is used in multiple levels, it's just duplicated, saved in each bob/bod individually. You know all the different hats the NPCs have, and how you can swap them around in any level with NPCs? And how trees/plants/sign posts can be swapped around in the same manner? And how there's usually 3-5 levels of detail (LODs) for each of these? Those are hundreds and hundreds of models, collision files, and textures - and that's fine, but all of that is entirely duplicated for every scene that uses them. Duplicated in the bobs/bods, taking up hard drive space (and what was likely not an insignificant amount in 2001), and of course that means a lot of duplicated stuff in the exe too. This also means the game wastes a lot of time re-loading assets that already had their duplicates loaded for the previous level. But wait, there's more silly duplication of assets! There are some exceptions like the standard minifigure model, but generally, if two models are identical, but merely have different textures, the meshes and collision files are duplicated anyway. So for example, every minifigure has a unique model for their head, as they have unique face textures... And each of those has several LODs... And alllllll of those are once again duplicated per level they're used in. Minifigure heads alone account for hundreds and hundreds of duplicate files. But there's sillier examples. There's two switches you flip in the Brickster's Palace minigame - and they account for four models. Wait, what, four? Yep - switch 1 up, switch 1 down, switch 2 up, switch 2 down. Because apparently sharing a model and then changing its rotation when it's flipped is too hard. There's plenty of other silly things like this, but I think one deserves special mention... Every single asteroid in the Asteroid Belt minigame is its own 3D model. I'm serious. There are 235 3D models for asteroids, and 235 corresponding collision files. They're divided into three sets/variations - 66 copies of asteroid variation A, 70 copies of asteroid variation B, and 99 copies of asteroid variation C. But it gets better, variations B and C are identical! (Thanks to Will for using a tool of his to automatically check which of the asteroid files were identical to each other.) So instead of just having two asteroid models (with collision files) for a total of four files, there are 470 files being loaded to achieve the same result. There's also a lot of inefficiencies in the models themselves. Excess polygons, using a bunch of smaller textures instead of a larger atlas... But here's my favorite. You know that skeleton in the desert on Adventurer's Island, holding a gem? It's a pretty low poly model (though it could be lower poly and look identical), with 1416 triangles... And 3065 vertices. Wat. Let's take a look at the UV map... The face is the only part of the model that's properly UV mapped. The rest is just given the plain white texture (text027.tga if you wanna try swapping it out), and while it's UV mapped, it's done in a pretty horrible way. If you're curious about the details, read this article, originally published in 2003 (two years after LEGO Island 2 was released) but still relevant today: http://www.ericchadwick.com/examples/provost/byf1.html http://www.ericchadwick.com/examples/provost/byf2.html The bits relevant to the vertex count are explained in part 2. In short, splits/seams/breaks in UV maps split/duplicate vertices... And the UVs for the skeleton's body are doing more splits than a masochistic gym instructor. What you're seeing in the first image there are all the triangles for the body UV'd on top of each other. If you lay them out separately (and I've moved the face elsewhere as it's not relevant), it looks something like this... This is a UV map straight out of hell. Just by fixing it up I got the vertex count of the model down from 3065 to 1686. And as you might expect, that's not an isolated case... Lots of models are like this. More coming, maybe. I think the point has been made.
    1 point
  8. I Am Not Here

    LEGO Awesomeness

    Guys Look At This http://surmalegobros.blogspot.com/
    1 point
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