Lego Creator: Knights Kingdom - LCA Format

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
amoebame
Posts: 1
Joined: Sun Nov 06, 2022 1:14 am

Lego Creator: Knights Kingdom - LCA Format

Post by amoebame »

Hello,

I hope you all are doing well.

I am currently trying to extract the information from the Lego Creator Knights Kingdom LCA format, in hopes to reproducing the points/lines/faces in Blender.

I downloaded the original Superscape software which the game engine runs on and looked at the sample models that were used in the program to try and help understand the format. Each VCA file contains a SHP, WRLD and PAL which is the shape file, world file and palette(colors). I extracted the LCA files using the quick BMS script (Thanks Luigi FYI) and began digging around in the hex editor to try and see if I could find any useful information. I know that in the Viscape program, they have a script which is used to decode the VCA files that tells what points/lines/etc. start where and their proximity to others (this is located in SHAP).

I used other research software to help extract a 2D mesh (plane) that as a texture, had the Lego models embedded in it. I believe, if someone with more knowledge of hex editing could get me started on this, I can complete it on my own. I made a post on Xentax, but no one replied so I thought maybe making one here would be helpful. Below is a link to the Google drive with the information stored, as well as photos with my findings.

Thank you for your time.

Google Drive Link: https://drive.google.com/drive/folders/ ... IwZsaRhrSi

Hex Files
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Mesh Extracted
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Lego Information
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Decrypted Superscape file which was generated by the program
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