Sluicer Posted December 30, 2014 Share Posted December 30, 2014 Your tips worked very good. Thanks again. I used the files Jimbob provided >here to create the following cars (studs yes; inside no): As you can see also the PMPELVIS got an upgrade (textures are not right). While I was creating the pelvis I had to detect, that their versions in the game are to small. In this example I used the real size. Here you can find the two cars for testing. Maybe I should start a new thread? Hope it works. ProfessorBrickkeeper, Quisoves Potoo, grappigegovert and 2 others 5 Link to comment Share on other sites More sharing options...
ProfessorBrickkeeper Posted December 30, 2014 Share Posted December 30, 2014 -snip- Bravo, those really do look spectacular, and I eagerly await more. The shading doesn't look quite right, but I can live with that. Now all somebody has to do is UV map the original NUB studs texture with LEGO logo onto the model, and I'd call these pretty near perfect. My onl concern is the appearance that colors aren't being stored song vertex colors. Link to comment Share on other sites More sharing options...
Jimbob Posted December 30, 2014 Share Posted December 30, 2014 Epic! Yes, I think you should make your own topic now, this awesomeness should have its own place to thrive. Do you plan on improving the shading or leaving it as-is? I imagine it wouldn't be too difficult with le717's GDBump. Link to comment Share on other sites More sharing options...
Nitegeist Posted December 30, 2014 Share Posted December 30, 2014 Here you can find the two cars for testing. Maybe I should start a new thread? Hope it works. looking great! are they supposed to go in gamedata/common? because if i replace the original files that are there with these, the game crashes saying "63404.bmp not found" Link to comment Share on other sites More sharing options...
Sluicer Posted December 30, 2014 Share Posted December 30, 2014 My onl concern is the appearance that colors aren't being stored song vertex colors. I am sorry, but I do not understand what you mean. Do you plan on improving the shading or leaving it as-is? I imagine it wouldn't be too difficult with le717's GDBump. I have no idea how to do that. And I do neither know what GDBump can do for that. I thought it moves content in a special direction or rotates it. are they supposed to go in gamedata/common? Yes they are. because if i replace the original files that are there with these, the game crashes saying "63404.bmp not found" Oh, dam it. I always forget something. The easiest workaround would be to copy the 0.bmp and rename it in 63404.bmp (and/or any other missing image). This is the result of testing with the pelvis. I was playing with the design id's from the LDD. Link to comment Share on other sites More sharing options...
Nitegeist Posted December 30, 2014 Share Posted December 30, 2014 yes! that fixes it, and they look amazing! i think that the 1x1 cylinder bricks that form the front bumpers are missing the bottom hole though. oh, also would it be ipothetically possible to also replace the single building bricks with hi-res versions? I do not know. Do you know where and/or how they are stored? unfortunately i don't know either. i can only assume that there's a file for each brick somewhere, and that there are both a game and a menu version of each. i looked around a bunch but i can't tell where they are Link to comment Share on other sites More sharing options...
Sluicer Posted December 30, 2014 Share Posted December 30, 2014 i think that the 1x1 cylinder bricks that form the front bumpers are missing the bottom hole though. Yes, that is right. It is a semi automatic process, that handles all the parts in the same way. I told the converter to remove the inside of the bricks and replace it by a simple placeholder (also defined in the LDD files). I can tell the converter to convert everything, but than most of the files will become more than twice as big as they are now. I have no mecanism to remove only hidden things. I thought about the usage of an 3d screen capturer, but that will lead to other issues (origin, vertex reusage, etc.) Link to comment Share on other sites More sharing options...
grappigegovert Posted December 31, 2014 Share Posted December 31, 2014 Do you know where and/or how they are stored? I'm afraid the bricks are stored in MENUDATAPIECEDBLPIECELO.LEB and LPIECEHI.LEB, which have a unique file structure. It is the only file that looks big enough to contain all the bricks. It looks like the last k_27 lists all the bricks with their name, then something which looks like an id, then some offset in k_2C, then something else, and then an offset in k_28. (just speculating here) Link to comment Share on other sites More sharing options...
Sluicer Posted January 13, 2015 Share Posted January 13, 2015 Just a small nibble (no post in here for two weeks!). There is no real light - so no real shadow. The insides are left away. The model was rebuild with the LDD. ProfessorBrickkeeper, Quisoves Potoo and Fluffy Cupcake 3 Link to comment Share on other sites More sharing options...
Jimbob Posted January 14, 2015 Share Posted January 14, 2015 Yay, onto buildings we go! Is there any way for the new cannon to have a hollow barrel like the original model, or does your algorithm not allow for that? In such an event perhaps making one from scratch would be better. Link to comment Share on other sites More sharing options...
Sluicer Posted January 15, 2015 Share Posted January 15, 2015 Is there any way for the new cannon to have a hollow barrel like the original model, or does your algorithm not allow for that? Yes it is. Here is the model: And in game it looks like this: The file is getting bigger and bigger :-). I am looking for a way to reduce file size. Currently my way is editing the lxfml files from the ldd so that my tool knows how to handle witch part. Maybe someone is interested in the (biggest) gdb file for the CBASE. Has anyone rebuild some of the other buildings in the game with ldd? The Ace Railgun, Jimbob, Quisoves Potoo and 2 others 5 Link to comment Share on other sites More sharing options...
KevinVG207 Posted January 16, 2015 Share Posted January 16, 2015 I've been silently following this thread, and wow! Sluicer, I don't know what to say! Does anyone have a tutorial on this? Link to comment Share on other sites More sharing options...
Sluicer Posted March 5, 2015 Share Posted March 5, 2015 I had also a look into the corresponding files in the MENUDATACIRCUIT1 folder (GUY1.GDB & GUY1.SDB) but I have still an issue with the overlapping vertex lists: jEpua8H.png I can extract them now. Here is CIRCUIT3GUY1: The blue triangles are connected to more than one bone. Quisoves Potoo, lol username, ProfessorBrickkeeper and 1 other 4 Link to comment Share on other sites More sharing options...
ProfessorBrickkeeper Posted March 6, 2015 Share Posted March 6, 2015 I can extract them now. Did we mention you're amazing, because it's true. Also, interesting to note the lopsided legs on the model, though I suspect that now that we understand the format, they won't be long for this world. ;) Link to comment Share on other sites More sharing options...
lol username Posted March 6, 2015 Share Posted March 6, 2015 Good work, but that model. Wat. I get it's only for like two poses in a single cutscene but wat. Link to comment Share on other sites More sharing options...
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