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Showing content with the highest reputation on 02/08/2020 in Posts

  1. lol username

    Loading .uv files in LightWave

    For those who don't know, in the days of Rock Raiders' development, LightWave didn't have built-in functionality for UV mapping. This wasn't exactly great. So another company, CineGraphics, made UView, a program that could interface with LightWave and do UV mapping! It cost like 700 bucks. https://groups.google.com/d/msg/comp.graphics.apps.lightwave/Z4eU-fBcF5g/7QCmsagFK2YJ http://web.archive.org/web/19981205124926/https://www.cinegraphics.net/Products/uview.html It seems CineGraphics is still around, but their own link to UView leads to the web archives: https://www.cinegraphics.net/ https://web.archive.org/web/20010803011902/http://cinegraphics.net/product.php?location=UView Karl thought that UView was probably used for LRR, but wasn't sure: Later, LightWave overhauled their format and also added built-in support for UV mapping, rendering UView obsolete. But, there's a plugin that loads ye olde UView (.uv) files into newer versions of LightWave, turning their data into modernized UV data stored right in the LWO file: http://www.dstorm.co.jp/dsproducts/FreePlugins/Image_IO/UView_Import.html And lo and behold, it works with LRR's .uv files! Guess that confirms DDI did use UView. For like, the two creatures in the game (triman and lava monster) that use .uv files, anyway. Just be sure to read the readme; in short, you have to manually select the texture image and assign it to the surfaces due to a limitation in the plugins system. But it works! So is this useful for modding? Not really. In order to make .uv files that LRR can read, we'd either need UView itself (seems to be lost to time?), or a custom tool. I'm currently working on the latter. But hey, we know what originally produced them, at least. And if for some reason you want to directly upgrade LRR models to newer versions of LightWave, you can I guess, lol.
    1 point
  2. Terrayn

    Lego Island creepy sound effect?

    So I was playing around in ISLE.SI (it had some sound effects I think) and then I stumbled across a creepy piano or whatever is that. It was a little high pitched. I sent it to my friend and he doesn't know what is it. He was creeped out lol. Now how do I sent an audio? thanks, Terrayn
    1 point
  3. lol username

    LWO to OBJ (and now XML), specifically made for Rock Raiders models

    I lied, I misunderstood how glossiness worked, it's fixed now https://github.com/Terrev/LWO-to-OBJ/releases/tag/v1.3.0
    1 point
  4. lol username

    LWO to OBJ (and now XML), specifically made for Rock Raiders models

    hi it dumps them to XML now too I think it's actually done now goodbye sleep bed zzz
    1 point
  5. lol username

    LWO to OBJ (and now XML), specifically made for Rock Raiders models

    Updated so it describes more surface properties in the MTL comments, i.e. # Surface name: Newbit top yellow grill SidesX # Surface flags: None # Color (RGB): 197 254 1 # Luminosity: 0 (0%) # Diffuse: 256 (100%) # Specularity: 166 (64.84375%) # Glossiness 256 (100%) # Reflection: 0 (0%) # Transparency: 0 (0%) # Texture flags: X, PixelBlending, Antialiasing # Texture path: \\Mother\LEGO\Meshes\Lowpoly\Buildings\Refinery\NEW-side.bmp newmtl Newbit_top_yellow_grill_SidesX map_Kd NEW-side.bmp still need to figure out just how much of that can be properly translated to the OBJ/MTL format...
    1 point
  6. GBTM101

    LEGO Racers MOCs

    I spent the past week or so putting together all 26 prebuilt cars in LEGO Racers in Stud.io 2.0, and I've published them to Bricklink Studio. Comes in two flavors: Standard and Decorated. Decorated only includes the Rocket, Lightning, and Knievel (LR2 Rocket) Car Sets. I haven't yet optimized these for building instructions, unfortunately, as that was the least of my concerns when constructing them. Perhaps I'll get around to them eventually. For a bonus render not included in the decorated page, see the spoiler box below.
    1 point
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