JrMasterModelBuilder Posted April 24, 2011 Author Share Posted April 24, 2011 Based on this information from the hex of the game executable: Unsupported color depth encountered.Palettes larger than 256 colors not supported...Invalid BMP file....Invalid image size for given storage File: .Unsupported color depth.....RGB to CI conversion not supported..Intensity formats not supported I think the bitmaps are most-likely 8 bit bitmaps with a 256 color palette (based on this info). Link to comment Share on other sites More sharing options...
AppliArt Posted April 25, 2011 Share Posted April 25, 2011 On 4/24/2011 at 4:30 PM, JrMasterModelBuilder said: Based on this information from the hex of the game executable: Unsupported color depth encountered.Palettes larger than 256 colors not supported...Invalid BMP file....Invalid image size for given storage File: .Unsupported color depth.....RGB to CI conversion not supported..Intensity formats not supported I think the bitmaps are most-likely 8 bit bitmaps with a 256 color palette (based on this info). Interesting. Hmm, too bad there aren't any bmp rebuilders or something like that, except for your RR tool. :) Link to comment Share on other sites More sharing options...
lol username Posted April 27, 2011 Share Posted April 27, 2011 Turns out that, if you swap the files for track collision and starting points around... :D aidenpons 1 Link to comment Share on other sites More sharing options...
AppliArt Posted April 28, 2011 Share Posted April 28, 2011 On 4/27/2011 at 2:42 AM, jamesster said: Turns out that, if you swap the files for track collision and starting points around... Awesome! My game would crash when I attempted to do that. :) Link to comment Share on other sites More sharing options...
AppliArt Posted April 30, 2011 Share Posted April 30, 2011 Sorry for the double post, but this to get the topic back on track. I did some investigating on the unreadable .bmp files. And this is what I found => In every track's folder (in GAMEDATA), there is one file RACEC2R0.RAB (for this example) which describes every file that has to be adressed before the level would load. Now, there is one interesting file wrote down here, which is legoimgs.idf. For some odd reason, this file is not present in the tracks's folder, aswell as in all other folders. My guess is that that specific file decodes the images for the game to load. So, if this file could be found, it'll help us opening the files. But I'm not sure where it is. Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted April 30, 2011 Author Share Posted April 30, 2011 @jamesster: what files did you change to do that? On 4/30/2011 at 6:52 PM, AppliArt said: Sorry for the double post, but this to get the topic back on track. I did some investigating on the unreadable .bmp files. And this is what I found => In every track's folder (in GAMEDATA), there is one file RACEC2R0.RAB (for this example) which describes every file that has to be adressed before the level would load. Now, there is one interesting file wrote down here, which is legoimgs.idf. For some odd reason, this file is not present in the tracks's folder, aswell as in all other folders. My guess is that that specific file decodes the images for the game to load. So, if this file could be found, it'll help us opening the files. But I'm not sure where it is. Hmm. That's interesting. The closest match to legoimgs.idf I get is legoimgs.idb in the GAMEDATA/COMMON/ folder which looks like a list of powerup images. I'm not sure how that could be it though. I've checked the hex of the JAM and EXE and the only instances of legoimgs.idf are in the RAB files. :?: Link to comment Share on other sites More sharing options...
AppliArt Posted April 30, 2011 Share Posted April 30, 2011 On 4/30/2011 at 8:35 PM, JrMasterModelBuilder said: @jamesster: what files did you change to do that? On 4/30/2011 at 6:52 PM, AppliArt said: Sorry for the double post, but this to get the topic back on track. I did some investigating on the unreadable .bmp files. And this is what I found => In every track's folder (in GAMEDATA), there is one file RACEC2R0.RAB (for this example) which describes every file that has to be adressed before the level would load. Now, there is one interesting file wrote down here, which is legoimgs.idf. For some odd reason, this file is not present in the tracks's folder, aswell as in all other folders. My guess is that that specific file decodes the images for the game to load. So, if this file could be found, it'll help us opening the files. But I'm not sure where it is. Hmm. That's interesting. The closest match to legoimgs.idf I get is legoimgs.idb in the GAMEDATA/COMMON/ folder which looks like a list of powerup images. I'm not sure how that could be it though. I've checked the hex of the JAM and EXE and the only instances of legoimgs.idf are in the RAB files. Exactly, I only found that one too, not sure why it isn't there. Other thing; I tried recreating an 8bit 256 colours image, replacing the "LEGO Media" intro image before entering the main menu. Well, it didn't work, but it works if you replace images already contained in the game. EDIT: It seems you can replace any .bmp file from the game with the SPLASH1.bmp file located at /MENUDATA/LEGAL. Doing this replaces the Lego Media logo just before entering the main menu and allows you to display any image. It's a painful proces, but atleast we can actually see them. Link to comment Share on other sites More sharing options...
CaptainGolem Posted August 31, 2011 Share Posted August 31, 2011 I edited the horn files so now i can horn like NPCs and they can horn like me also i replaced RR's face in GAMEDATA->COMMON . In menu it is still the same but in game the face is different,but the sounds are the same. It is fun! Link to comment Share on other sites More sharing options...
slycooper459 Posted September 26, 2011 Share Posted September 26, 2011 Is there a tutorial on how to use this? Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted September 26, 2011 Author Share Posted September 26, 2011 On 9/26/2011 at 10:12 PM, slycooper459 said: Is there a tutorial on how to use this? Download and install. For Extraction: Open the program, click "Extract" and select your LEGO.JAM file, then select the folder it should extract to. Then you can get at the files inside. For Rearchiving (Check the link in the first post as this may not be necessary for modding your game): Open the program, click "Build" and select the folder containing the "GAMEDATA" and "MENUDATA" folders. Then save the new LEGO.JAM file. Link to comment Share on other sites More sharing options...
slycooper459 Posted September 27, 2011 Share Posted September 27, 2011 Thanks! How do I find a .JAM file? Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted September 27, 2011 Author Share Posted September 27, 2011 Most likely, one of the following 2 locations. 32-bit Windows: C:\Program Files\LEGO Media\LEGO Racers\LEGO.JAM 64-bit Windows: C:\Program Files (x86)\LEGO Media\LEGO Racers\LEGO.JAM Assuming you have a copy of the game installed. Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted February 10, 2012 Author Share Posted February 10, 2012 As requested by le717, I have added a portable, standalone version to the topic post. Link to comment Share on other sites More sharing options...
Cyrem Posted February 11, 2012 Share Posted February 11, 2012 On 2/10/2012 at 11:29 PM, JrMasterModelBuilder said: As requested by le717, I have added a portable, standalone version to the topic post. Expand Excellent, just what I wanted also. Too bad it's a whooping 17mb. Link to comment Share on other sites More sharing options...
dead_name Posted February 11, 2012 Share Posted February 11, 2012 I'm writing a C++ version right now. Should be a) tiny, b) standalone and c) fast as hell. Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted February 11, 2012 Author Share Posted February 11, 2012 On 2/11/2012 at 3:54 AM, Cyrem said: On 2/10/2012 at 11:29 PM, JrMasterModelBuilder said: As requested by le717, I have added a portable, standalone version to the topic post. Expand Excellent, just what I wanted also. Too bad it's a whooping 17mb. Expand Yeah. Unfortunately, the portable bundle option involves packing it with an entire copy of the AIR runtime, so, the size explodes. Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted February 20, 2012 Author Share Posted February 20, 2012 As part of my teaching myself Python, I rewrote the program in a faster, smaller, command line Python version. Get it from the topic post. Link to comment Share on other sites More sharing options...
le717 Posted February 20, 2012 Share Posted February 20, 2012 Done already? With compression? 0_0 I'll be trying this our for sure! :D Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted February 20, 2012 Author Share Posted February 20, 2012 Just added some basic useage instructions for the new version. On 2/20/2012 at 2:01 AM, le717 said: Done already? With compression? 0_0 I'll be trying this our for sure! Yep! All done! I helped that I already wrote it once, so I could rewrite it faster. I was also impressed by some of the features in Python not available in ActionScript that sped things up. Now if only Python were more like ECMA . . . Link to comment Share on other sites More sharing options...
Modded Lego Posted February 20, 2012 Share Posted February 20, 2012 Umm... What is python? :?: Link to comment Share on other sites More sharing options...
le717 Posted February 20, 2012 Share Posted February 20, 2012 @Modded Lego Python is just the name of a coding language that you use to create programs. We have 7 JAM programs. 0_0 5 are Adobe Air versions, one is Python, and one is C++. Granted, only 3 of those create usable archives, but once origamiguy writes his, we will have 4 compressors. Uh, clean up on the topic post! :P Link to comment Share on other sites More sharing options...
Modded Lego Posted February 20, 2012 Share Posted February 20, 2012 oh so basicly it's better than the other code you were using right? :axle: Link to comment Share on other sites More sharing options...
le717 Posted February 20, 2012 Share Posted February 20, 2012 Basically. But don't ask me. JMMB created them. I just use them :P Link to comment Share on other sites More sharing options...
Modded Lego Posted February 20, 2012 Share Posted February 20, 2012 COOL! new features for this will be nice. Might even be the best extractor for lego racers. wait a second...? i just downloaded it and it dosen't work. It says that this version is not the right version for your system. Here is the whole error message : The version of this file is not compatible with the version of Windows you are running. Check your computer's system information to see weather you need a 32-bit or 64-bit version of the program, then contact the software publisher. I have a 32-bit operating system. Do i need a 64-bit to run it? :whistle: Link to comment Share on other sites More sharing options...
JrMasterModelBuilder Posted February 21, 2012 Author Share Posted February 21, 2012 On 2/20/2012 at 10:05 PM, Modded Lego said: COOL! new features for this will be nice. Might even be the best extractor for lego racers. wait a second...? i just downloaded it and it dosen't work. It says that this version is not the right version for your system. Here is the whole error message : The version of this file is not compatible with the version of Windows you are running. Check your computer's system information to see weather you need a 32-bit or 64-bit version of the program, then contact the software publisher. I have a 32-bit operating system. Do i need a 64-bit to run it? Hmm, didin't expect that. I though the EXE it created was a 32-bit executable. Apparently, I created a 64-bit executable by mistake (I didn't know that I could do that). I'll compile a 32-bit version when I get on my Windows machine. Modded Lego 1 Link to comment Share on other sites More sharing options...
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