Lego Spring - Page 8

Lego Spring

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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hrmph
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Post by hrmph »

This mod looks badass :lol: Legos ftw.
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Weaver
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Post by Weaver »

I'm guessing from the shots we are not too worried about accurately scaling. This is not a critisism and useful to know we don't need a ton of bricks to make big stuff.
Sheekel
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Post by Sheekel »

@Weaver:

No, im not particulaly worried about scaling. Not everything has to be made out of perfectly sized blocks. After all, there's Duplo and Bionicle and the like


@Min3mat:

Where's zwzsg?
Crampman
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Post by Crampman »

I've made a little program that merge 3de files, in order to simplify objects hierarchy, and scripting. Maybe it can solve your problem.
Targon
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Post by Targon »

wasn't there something in the older thread about randomly colored blocks? How possible is that?
Sheekel
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Post by Sheekel »

Quite possible. I just have to retexture everything several times inside 1 3DO file, and then use the script to randomly select which texture to use.

Crampman, how does the program work? Could you email it to lego.spring@gmail.com
Crampman
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Post by Crampman »

The program is still under developpement, I will release it soon.

Basically, if you want to merge 3 objects, jou just have to :
-export them in 3 3de files, with 3dobuilder+
-use the program to merge the 3 files into a single 3de file
-import it in 3dobuilder+

There is still a bug with the objects origins, but I shall fix it soon.
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Peet
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Post by Peet »

now, does it perform boolean geometric operations, or just put the meshes on top of each other?
Crampman
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Post by Crampman »

Now, it just combine the vertexes and the faces.
I would like that it calculate the vertexes using the objects origins.
I will do that, now ^^

Edit :
I fixed the lasts bugs, so you can find it here

Please report any bug/problem
Enjoy !
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Weaver
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Post by Weaver »

Image

A factory, too TAish?
Sheekel
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Post by Sheekel »

Well, it would be cool if it folded up...but those Nanoturrets look very TAish and not very Legoish

Crampman, the program works...but what is it supposed to do? Just join 3de files?

The models i have now have dozens of parts and .3de files have to be exported individually.
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Weaver
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Post by Weaver »

Yes I wondered about the turrents, mind you foldings a bit TAish too. Maybe an animation of falling blocks is possible?
Sheekel
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Post by Sheekel »

Falling bricks? For the build animation or what...what for?

(sorry i just dont know what you mean)
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

yeah, if its doable that would be cool! just make sure we don't have to stare at nanospray, ok? ;) (yeah, for the build anim)
Sheekel
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Post by Sheekel »

I'm pretty sure nanospray is hardcoded and not removeable for building...
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FizWizz
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Post by FizWizz »

nanospray will be optional starting with the new version
Sheekel
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Post by Sheekel »

ETA on new version?



Im going to have to cut back on the amount of time i spend working on the mod, im pretty much failing my calculus class due to lack of doing homework.
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Peet
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Post by Peet »

I need to do more work, but im friggin lazy. I've started a lvl 2 vehicle of some form.
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OOmiz
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Post by OOmiz »

I started to work on my fighter plane in max. Is there a polycount that I should aim for? With the current level of detail I expect to hit a polycount of about 600-700 due to the fairly complex form of the model and level of detail. I could reduce the geometry a bit if that is too high.
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I would aim for around 500.


It should be pretty low considering most of these are in regular old cubes with no complex faces.
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