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Showing content with the highest reputation on 04/23/2020 in all areas

  1. LiquidGravity

    WIP Biome BrickWorldTexture

    Ok here is dirt floor (Lego Earth Orange color) with some small rocks. I also turned on PWNZOR's HighPoly ToolStore and as you can see that still fits great.
    1 point
  2. lol username

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

    https://github.com/Terrev/LWO-to-OBJ/releases A quick and dirty tool for converting Rock Raiders models (.LWO + .UV) to OBJ, just cause I got annoyed there was nothing that handled the texture mapping properly/at all (generating UV coords from the planar texture info, or loading them from the occasional .UV files) Animations/full creatures and buildings etc are another deal entirely (.LWS files; scenes comprised of LWOs), I make no promises as to if/when I might tackle that but it'd be in a separate, more extensive project Select/multiselect as many LWOs as you want and it'll plop the OBJs/MTLs right along side 'em, just remember LRR puts some things in special "Shared" folders so if some textures aren't present, look there ~~ EDIT: AND NOW SOME NEW STUFF ~~ You can also dump LWOs as XMLs and back again, to make simple tweaks easier (changing texture paths, colors, etc without a hex editor) or to more easily debug why one model may be crashing the game or whatever (comparing it with a working file, removing/changing chunks until it works, etc). It handles the bulk of the chunks used by the game's models (certainly all the chunks the game actually reads), others it doesn't recognize just have their raw hex dumped (so if for some reason you need to tweak them you still can). Note that due to the nature of floating point numbers, unless you tick the boxes for it, it won't turn those into text by default (it'll dump the raw contents as you'd see in a hex editor instead), to avoid minuscule differences creeping in (you probably won't need to be editing these by hand 99% of the time anyway) . Practically speaking it won't matter in-game even if that does happen, you'd never see a visual difference. It just makes direct file comparison easier when things match truly 100%. If you wanna know what the hell you're even looking at in the XMLs, here's some format documentation that explains it: http://www.martinreddy.net/gfx/3d/LWOB.txt https://sandbox.de/osg/lightwave.htm The only inaccuracy I found was that angles (i.e. surface smoothing angles) seem to be stored in radians, not degrees. But that doesn't even matter because LRR doesn't read/use any chunks like that. In fact, going by Cyrem's reverse engineering efforts (aka poking the exe with a stick), it seems the only chunks (and SURF sub-chunks) the game pays attention to are: PNTS SRFS CRVS POLS SURF TIMG COLR CTEX TTEX TFLG FLAG TSIZ TCTR TRAN DIFF LUMI REFL SPEC GLOS And not even all of those are actually used in practice - same goes for the surface and texture flags. Oh yeah, and the 4th (supposedly unused) byte in color chunks is typically 00 but the exporter in Lightwave 8 writes FF instead. It's probably of no importance. SOME OTHER NOTES Rock Raiders often leaves certain textures unfiltered to create an appearance of crisp seams between bricks on low resolution textures, but sometimes their choices on what textures to do it on were a bit weird - the Power Station is a great example: https://www.rockraidersunited.com/topic/8156-rock-raiders-models-uv-files-x-files-texture-filtering-and-the-shared-folder/ Basically, if something looks too blurry when you think it should look sharp, try messing with the settings for the texture in whatever program you're using (i.e. in Unity, enable point filtering for the texture under Filter Mode) Chief's models are flipped on X, inside out. His animation then scales him to -1 on X, making the faces appear the right way around, but with flipped vertex normals. Why? So the lighting from the cursor - behind him - makes him appear lit from the front. I've included an option to flip models on X, so you can get Chief's models as they appear once animated in-game. Vertex normals are generated by the game at runtime, and the game ignores any smoothing angles that may be set in the LWO; hard edges are purely handled by which verts are welded/unwelded Rock Raiders often adjusts the scale of misc things in the animations (like the minifigure head), keep an eye out for that if you're assembling these together manually Some screenshots of converted models in another program:
    1 point
  3. Cyrem

    Preview Tool 0.4

    Preview Tool 0.4 Originally designed for myself so I can look at biomes without having to startup LRR every-time, the Preview Tool is for looking at things usually seen in LRR... out of LRR. It's meant to save time and effort when making things so you do have to rebuild and launch LRR every-time to see how something looks. Currently it only previews biomes, but I have intentions to allow it to load up LRR map files soon and who knows what that might lead to. To load up a biome, start the program. On the menu, choose the first(only available) icon then select the folder that contains all the images of the biome. Note that it identifies the different images by the number at the end of the filename (e.g "00.bmp"). So whatever is written before that shouldn't matter. Also note that if you are missing an biome images it will show 2 errors for every missing texture and load fail, but you can continue. You will get that on the biomes such as ice because it has no lava erosion textures. I have also included a template biome, to make it easier when making them. Controls: [Z]/[X] - Rotate Camera Mouse Scroll - Zoom Camera Screen: Download
    1 point
  4. Cirevam

    Promesh Research

    Hey, promeshes. I discovered a few things about them that greatly expand their use, and I'll also take this post to document things that are already known. At the bottom of this post you'll find a chatlog which contains some ideas for expanded usage. Basics - Promeshes follow a standard naming convention like biome textures, and the names correspond to each other. If we're looking at the texture Rock00.bmp, its promeshes are RockPM00a.lwo and RockPM00b.lwo. I didn't check to see if there's a CFG entry that defines this. - Promeshes come in two parts, A and B. A is the bottom half and B is the top half rotated 180 degrees. In the model itself, both promeshes together form a square. The right angle of the promesh is placed at the origin. - .x files seem to have no effect on promeshes, as I removed all of them from the ice biome and there's no apparent difference. - Promeshes do not affect the tangible shape of the ground. The mounds seen here do not hinder the Rock Raider in any way and he will walk right through them. Advanced - Ideas to come once they have been confirmed. See the chatlog for some initial brainstorming.
    1 point
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