Nice work. I'm working on converting all of my axis/angle rotations into Euler angles for the new player skeleton in FB.
I'm looking forward to having real independent part customization and coloring instead of the hacks we've used over the years.
DShiznit wrote:
I'm looking forward to having real independent part customization and coloring instead of the hacks we've used over the years.
1000 times this =)
Nice work, DShiznit, although I find the female minifig's proportions to be somewhat...exaggerated.

Elfprince, can't wait for your successes on that front.
KermMartian wrote:
Nice work, DShiznit, although I find the female minifig's proportions to be somewhat...exaggerated.

Elfprince, can't wait for your successes on that front.
That's actually not a separate minifig, but an accessory item that can be applied to any player.
I've actually gotten great responses from that, particularly from the 13-16 male demographic...
DShiznit wrote:
I've actually gotten great responses from that, particularly from the 13-16 male demographic...
nowai.
elfprince13 wrote:
DShiznit wrote:
I've actually gotten great responses from that, particularly from the 13-16 male demographic...
nowai.
It was on the chopping block for 2.2 but I totally forgot about it.
Then continue to forget about it and move along. There are far more useless accessories that can be removed, such as the cape(which I was actually thinking of replacing with a trenchcoat anyway)
elfprince13 wrote:
DShiznit wrote:
I've actually gotten great responses from that, particularly from the 13-16 male demographic...
nowai. I am extremely skeptical.
Cool stuff. further proof that ldraw will be awesome for customization and whatnot. You'll be able to import a part, script the position it should have on a person (which could be pulled from some defaults ie hat, hand accessory, etc) and you're done!
I'm 16, and that female minifig scares me DShiz.
Now go change your pants...
elfprince13 wrote:
so...much...greenness.
The only way to change that would be to skin the head with it's own set of textures which would then change depending on what the torso color is. This would necessitate adding many megabytes of texture data however, so it really isn't worth it.
Unless, are you saying grey would be preferable?
DShiznit wrote:
The only way to change that would be to skin the head with it's own set of textures which would then change depending on what the torso color is. This would necessitate adding many megabytes of texture data however, so it really isn't worth it.
If you wanted to do it, it would be trivial to pack them into 1bpp paletted pngs with really low dimensions. At something like 2x2 and 1bpp, the png headers would probably be larger than the actual image data.
Quote:
Unless, are you saying grey would be preferable?
Or....LEGO yellow.
DShiznit wrote:
except they're zombies, zombies are supposed to look diseased or dead. Lego yellow is what's healthy for legos, and therefore would make for poor zombies.
oh, right.
Quote:
That wouldn't work with TGE 1.2's skinning system, which requires an individual power of 8 texture for each skin(and each texture has it's own header data which further adds to the filesize).
So make it 8x8. this is 136 bytes. You could have 600 of these and it would probably end up being smaller than a single one of the textures you are using now (which are what, 65kB each?) Not very elegant, but certainly workable.
DShiznit wrote:
I see this and all I can think is, "Hello, and welcome to Zombie Lego island!" And I hear in his voice too, man I played way to much of that game. Awesome game it was too.
TheStorm wrote:
DShiznit wrote:
I see this and all I can think is, "Hello, and welcome to Zombie Lego island!" And I hear in his voice too, man I played way to much of that game. Awesome game it was too.
Reminds me of the Ghost Train in the Lego Train Simulator.
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