Fluffy Cupcake Posted March 20, 2016 Share Posted March 20, 2016 To be honest I was kind of hoping I could spawn in buildings (and to the side extent trees) as well. Bug reports: Console seems to break for the rest of the game on returning to the info center. (It opens as a one line console, and you can type in it, but it is non-functional). I just was noticing the shadows aren't working on the grass or gravel paths for some reason. Link to comment Share on other sites More sharing options...
Wognif Posted March 20, 2016 Share Posted March 20, 2016 I found another bug in addition to the ones @Xiron mentioned: MOTOLA seems to not have any collisions. Spawning it causes it to fall clean through the island. Edit: So does Car. Link to comment Share on other sites More sharing options...
bphillips09 Posted March 20, 2016 Author Share Posted March 20, 2016 2 hours ago, Terrev said: Are you using color correction? I can't tell, but if you aren't, give it a shot - try slapping the ColorCorrectionCurves script onto the camera. Unity 5's default lighting settings tend to give a slightly washed out white-grey look to things and that's a quick and dirty way to "fix" it. I'm not using any color correction, but I am using contrast enhancement 2 hours ago, Xiron said: To be honest I was kind of hoping I could spawn in buildings (and to the side extent trees) as well. Bug reports: Console seems to break for the rest of the game on returning to the info center. (It opens as a one line console, and you can type in it, but it is non-functional). I just was noticing the shadows aren't working on the grass or gravel paths for some reason. I might make it possible to spawn tiny versions of the available buildings. Better yet, I might use Wognif's models so it looks like little lego sets! I fixed the issue with the console for v0.8. I'm currently looking into the shadow issue, but the texture has the same property as the road texture so I'm not sure what the issue is. 2 hours ago, Wognif said: I found another bug in addition to the ones @Xiron mentioned: MOTOLA seems to not have any collisions. Spawning it causes it to fall clean through the island. Edit: So does Car. Fixing that now for v0.8. I think I'm going to rename all the objects to something easier to use. Right now the names are the same as when they were originally extracted from the game, but some are weird (like "firetruK"). Wognif 1 Link to comment Share on other sites More sharing options...
Wognif Posted March 20, 2016 Share Posted March 20, 2016 7 minutes ago, bphillips09 said: I might make it possible to spawn tiny versions of the available buildings. Better yet, I might use Wognif's models so it looks like little lego sets! YES! That would be very cool. Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 5 hours ago, Xiron said: The airplane was just too fun, so I made another video. This is something I'd like to see more of, expanding on the already existing basic ideas. Did you try holding the spacebar after launching one? 45 minutes ago, Wognif said: YES! That would be very cool. I found a project on here that contained the LDD files as Obj files. I'll try to find the link again, but I'm guessing these are yours? Here's a screenshot of one: Ben24x7 and Pixus 2 Link to comment Share on other sites More sharing options...
Wognif Posted March 21, 2016 Share Posted March 21, 2016 15 minutes ago, bphillips09 said: Did you try holding the spacebar after launching one? I found a project on here that contained the LDD files as Obj files. I'll try to find the link again, but I'm guessing these are yours? Here's a screenshot of one: -snip- While I don't remember uploading the models converted into Obj (I only remember posting them in their LDD form), that Information Center does in fact resemble my LDD file of it. Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 Alright, cool. I guess someone else converted them to Obj's. Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted March 21, 2016 Share Posted March 21, 2016 39 minutes ago, bphillips09 said: Did you try holding the spacebar after launching one? Nope! But I have now, and it's cool. I'll be sure to include a snippet if I end up doing another video. 1 hour ago, bphillips09 said: Right now the names are the same as when they were originally extracted from the game, but some are weird (like "firetruK"). I partially like the techie feel of the original names. Though I suppose using more simple names might make the thing one is looking for easier to locate (unless one has the list semi-memorized from overuse, then it doesn't make a difference). Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 20 minutes ago, Xiron said: I partially like the techie feel of the original names. Though I suppose using more simple names might make the thing one is looking for easier to locate (unless one has the list semi-memorized from overuse, then it doesn't make a difference). Too late! I think it's better this way so you know exactly what the object is EDIT: Those buildings/building names are just temporary Wognif 1 Link to comment Share on other sites More sharing options...
Wognif Posted March 21, 2016 Share Posted March 21, 2016 I do have a feature request, but its not of very high priority and might be best putting off until the other vehicles are finished. Make the truck that normally appears in the gas station able to be driven. That's one thing that in the original I always wondered why I couldn't use while npcs are able to use it in animations. Sure, it will require a custom interface for it, but that's why I thought it would be best doable when other vehicles are finished. Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 8 minutes ago, Wognif said: I do have a feature request, but its not of very high priority and might be best putting off until the other vehicles are finished. Make the truck that normally appears in the gas station able to be driven. That's one thing that in the original I always wondered why I couldn't use while npcs are able to use it in animations. Sure, it will require a custom interface for it, but that's why I thought it would be best doable when other vehicles are finished. Unfortunately, that's one of the objects that current can't be extracted from the original game, so I don't have the ability to do that yet. Link to comment Share on other sites More sharing options...
Wognif Posted March 21, 2016 Share Posted March 21, 2016 15 minutes ago, bphillips09 said: Unfortunately, that's one of the objects that current can't be extracted from the original game, so I don't have the ability to do that yet. That's not what I meant, I meant the one that I said earlier kept falling through the island when I tested spawning it. (the one that was called Car) Which you also had placed among all the other stuff at the racetrack. EDIT: This thing, which is sitting behind the buoy as well: Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 Ooooooh Ok, I gotcha. I'll see if I can get something going. Wognif 1 Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 I made a "spawn too much" command Also, any particular requests for v0.8? Right now I'm working on: Console bugs Spawned object colliders Working jukebox (possibly radio too) Change the sky color/brightness on the observation deck Ability to spawn plants and miniature buildings Ability to teleport to certain areas Wognif, Lind Whisperer and Fluffy Cupcake 3 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted March 21, 2016 Share Posted March 21, 2016 Oh, so we're playing litter island now. Okay. Wognif and Lind Whisperer 2 Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 1 minute ago, Xiron said: Oh, so we're playing litter island now. Okay. If only picking up trash was as easy as typing "destroy all" Wognif 1 Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted March 21, 2016 Share Posted March 21, 2016 Hmm, on the subject of spawning much, can you add a number variable to the spawn command? So like "spawn Bike 10" for 10 bikes. Ben24x7 and Wognif 2 Link to comment Share on other sites More sharing options...
Wognif Posted March 21, 2016 Share Posted March 21, 2016 5 minutes ago, bphillips09 said: I made a "spawn too much" command -snip- Also, any particular requests for v0.8? Right now I'm working on: Console bugs Spawned object colliders Working jukebox (possibly radio too) Change the sky color/brightness on the observation deck Ability to spawn plants and miniature buildings Ability to teleport to certain areas That's more chaos than I ever cause on the island in one sitting. That makes it even more fun >:D As for v0.8 feature requests, I'll have to think about that. I'm supposed working on transcribing some lab homework right now as I have class in the morning. Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted March 21, 2016 Share Posted March 21, 2016 I can actually see the sky changer something you can expand on a bit in the future, especially if you add in the sun angle/position that the original had. Then maybe now we can have a night time for once. Anyway, I'd be interested in seeing a minifig AI walk around the island to make it a bit less lonely, but first you'd need a model for that, and of course a walk animation. Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 1 hour ago, Xiron said: I can actually see the sky changer something you can expand on a bit in the future, especially if you add in the sun angle/position that the original had. Then maybe now we can have a night time for once. Anyway, I'd be interested in seeing a minifig AI walk around the island to make it a bit less lonely, but first you'd need a model for that, and of course a walk animation. Nighttime would be awesome. Especially using Unity's lighting capabilities for things like streetlights and lamp posts Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted March 21, 2016 Share Posted March 21, 2016 I was going to mention the street lamp, but I didn't want to make the work of night sound too intimidating off the bat. But now that you mentioned it, yes I would definitely love to see that. Link to comment Share on other sites More sharing options...
Lind Whisperer Posted March 21, 2016 Share Posted March 21, 2016 1 hour ago, bphillips09 said: Nighttime would be awesome. Especially using Unity's lighting capabilities for things like streetlights and lamp posts YES, Nighttime+streetlights. Also, I'd love to see that "Spawn too much" as an actual spawn option. Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 47 minutes ago, Lind Whisperer said: YES, Nighttime+streetlights. I'll try to work on that for v0.9. I'm almost done with v0.8. 47 minutes ago, Lind Whisperer said: Also, I'd love to see that "Spawn too much" as an actual spawn option. It already is void SpawnTooMuch() { if (spawnLimit < 20) { spawnLimit++; for (int i = 0; i < spawnableAssets.transform.childCount; i++) { Spawn (spawnableAssets.transform.GetChild (i).name.Substring (0, spawnableAssets.transform.GetChild (i).name.Length - 5)); } for (int i = 0; i < plants.transform.childCount; i++) { Spawn (plants.transform.GetChild (i).name.Substring (0, plants.transform.GetChild (i).name.Length - 5)); } for (int i = 0; i < bldgs.transform.childCount; i++) { Spawn (bldgs.transform.GetChild (i).name); } } else { CancelInvoke(); spawnLimit = 0; } } The only issue is that since all the objects have rigidbody components, unless you have a really beefy CPU it will take 2-3 seconds from when you spawn all the objects to do the physics calculations. ---------------------------------------------------------------------------------------------------------------- Does anyone who knows about 3d modelling know if it's possible to remove the water mesh from the Island OBJ without messing up the material order? I tried removing the water face in Meshlab but when I reimported it back into Unity all the materials were assigned to the wrong objects. If I manually edit the MTL file and remove the WATER2X entry, everything gets even more screwed up. I ended up having to revert to a backup yesterday because I would have had to go in and manually assign each material again. Link to comment Share on other sites More sharing options...
ChangedUsername123 Posted March 21, 2016 Share Posted March 21, 2016 [comment redacted] Link to comment Share on other sites More sharing options...
bphillips09 Posted March 21, 2016 Author Share Posted March 21, 2016 11 minutes ago, lordtobi909 said: I feel like "Lego Island REDUX" is kind of off, as it is not really a redux, but an engine port and also not really styled. I would prefer something like "LEGO Island Recreated" (LEGO in capitals and the endword not in capitals), but what do you think? That's really just a working title. I was originally thinking something like "LEGO Island v2" but I figured it would get confused with LEGO Island 2. Maybe "LEGO Island HD"? 43 minutes ago, lordtobi909 said: I still volunteer as a programmer. It's Easter break in Germany so I got time. Hmm... do you know C# or UnityScript? Link to comment Share on other sites More sharing options...
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