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Showing content with the highest reputation on 02/16/2012 in all areas

  1. Cyrem

    Si Files

    The SI files found in Lego/Scripts/ are the files that store all the main game data such as audio, animations, models, video, texture etc. The files use the RIFF format, which is just basically a file structure used for many different formats such as WAV files. Inside these files contain possibly the name ID of the resource the locations of the chucks of data and a file path to where it is located. There are some(though not many) RIFF file viewers that display the structure of the file. The best one I've found is this one: http://www.menasoft....pad/riffpad.zip The viewer will show the chunks of the file, however only seems to go one level deep because I can see more lists inside of lists. Note that you will see the same stuff as you will in a HEX editor, but this structures it a bit better. A first step for pulling these files apart would be making a tool to pull apart the RIFF files.
    3 points
  2. dead_name

    Boss Race

    Enjoy. You'll need to load /MENUDATA/LEGORACE.CRB http://will.kirk.by/uploads/rru/CircuitEdit_beta1.zip I'm having a really bad day, so any words of praise would really help me get back on my feet. Thanks.
    3 points
  3. Cirevam

    Time Raiders

    Download Time Raiders Final Vehicle Pack here: Get the low-poly Protoss model if your performance suffers when lots of ore is around (included by default now): -------------------------------------- Time Raiders The LDS Geloden, a defense vessel employed by the Rock Raiders United organization, responded to a distress call from the LMS Explorer that was disabled in an asteroid field. They arrived at the coordinates but found nothing, not even asteroids. It was like everything there was moved somewhere else. The ship spent some time doing deep scans and eventually called off the search. They spooled up the wormhole generator used for FTL travel, but the fabric of space was still affected by the wormhole that had manifested there not long ago. The force of two wormholes on top of each other created a rift in the universe itself and sucked the entire ship into the borderworlds, transcending time and space. Now the crew of the Geloden try to traverse the strands of time in order to get back to the universe. Energy crystals and Ore don't exist. Instead there are Time Spheres and Protoss. Time Spheres are used to alter the flow of time, which allows them to reverse entropy. Eventually they learn that the spheres can be used to change the past, which grants them access to strange technologies that are clearly their own, but they didn't know they had. D E E P L O R E Classes Defense Equipment Building Tech Tree Vehicular Stuff Monsters Levels Characters The Wizard - Does what Chief does. He knew of Chief, but did not personally know him. Tempus - Anomaly expert, will guide you through early tutorials, does general voiceovers. Blast - Weapons expert, quartermaster. does some vehicle and weapon voiceovers, sounds like ACKNOWLEDGED! Endeck - Mineral analyst, does the "A Time Sphere has been located" voiceover, and for when you discover something. Is a Rama. Gimme more ideas if you want. Completed Things Nearly Complete (active development) Buildings are on the list for creation or reworks
    1 point
  4. le717

    LEGO Racers 2 Custom Music

    LEGO Racers 2 Custom Music Tutorial History Requirements LEGO Racers 2 or LEGO Drome Racers, since this tutorial works in both. However, I will be using LEGO Racers 2 for the tutorial. The newest release of Audacity (I am doing these steps on Windows, other platforms should be similar). You can use any other audio editor as long as it supports the required file format. List of sound file names you want to change. Some sounds to serve as replacements for the originals. Got everything? Then it's time to start modding! Directions Find a piece of music that want in-game and import it into Audacity. For this step, you get to choose which action to take. The original game music uses 22050 Hz audio, but the engine also supports 44100 Hz audio, which allows for your music to be of higher quality. If you want to recreate the original audio format exactly or your audio is not already 22050 or 44100 Hz, follow the steps below, substituting your desired value. Otherwise, if your audio is already in one of those frequencies, skip down to step 4. Change the Project Hertz (Hz) drop down menu from 44100 to 22050. Select all your audio (<Ctrl + a>), go to Tracks>Resample, select 22050 in the resulting dialog, and press OK. When that is done, click File>Export and select Other uncompressed files from the Save as type box. Click Options in the same box as above, and in the resulting box, choose WAV (Microsoft) from the Header menu. In the same box, in the Encoding area, select Microsoft ADPCM Click OK, & Save. Browse to your LEGO Racers 2 installation and go to the game datamusic folder (NOTE: If you have extracted GAMEDATA.GTC, this is the game data folder that was present before you extracted the archive.) Consulting readme.txt, locate the piece(s) of music that you want to change, and rename the music in the folder to something so you know what it is (I add REAL to the file name). Copy you custom music to the game files, (if you did not export the music there) and rename it the correct name (“menu.1″ for example). Launch LEGO Racers 2, and enjoy the custom music! Video
    1 point
  5. Fluffy Cupcake

    ~The Brony Herd~

    Sonic, it would be ever so nice if you were to actually try to think about if some of your posts are necessary. Really? Telling people to quit talking when you sometimes should actually be doing that yourself?
    1 point
  6. Minifig9292

    ~The Brony Herd~

    I wish you'd do that every single time I see you post.
    1 point
  7. Lair

    You Tube Wins Again We Lose Again :(

    FOR GOODNESS SAKES, MAN, read his whole post before jumping to conclusions. He was trying to show the size of his monitor, which you can't do with a print screen. -.-
    1 point
  8. Addictgamer

    Which Is Important?

    What you've pointed out is something that I 'say' (more of think about to myself since I have no audience) to myself all the time. On the other hand, I don't care to hear either. The first, who cares? The second, it's some evil put forth by the leaders of my nation. I want them to stop being stupid and/or evil/bad(seeing that evil is a bit too strong for this purpose), and that's that.
    1 point
  9. Addictgamer

    Rock Raiders Hook?

    Well, I'm not going to do anything serious with it since it involves WINDOWS, but I might be able to lend you a hand? Don't know. I don't have much experience with this stuff.
    1 point
  10. Yup. Problem is, they didn't explain well enough that I had to check the instore rooster, not the one on the internet. Idiots. I'd piss my pants with rainbows in joy, go and kiss my manager then run off into the sunset, proclaiming that I am now king of the trees.
    1 point
  11. Lair

    Random Picture On Game Closure

    It appears it links to some unused sprite by mistake, and the transparency apparently doesn't work on menu images. That's as far as I can figure out.
    1 point
  12. le717

    Stunt Rally Japanese Demo

    Nobody's gotten you the demo yet, Cyrem? Well fear not, for I have brought it to you! I should note: This does require the d3drm.dll file as well and I added it into the archive, You'll get a message saying that it's higher then the required version, yada, yada, yada. Just click Ok. I don't know what you mean by an avi, but there is no avi in the demo. There's only a LEGO Media splash screen. I still need to run the Japanese demo, but SF was made by Intelligent Games. Eidos was the company who developed (more like co-developed with TT Games) LEGO Star Wars: The Video Game. I can't see Eidos being on the splash screen, but again, it may be. I still need to run the other demo. Oh, and does anyone know how to get one of these LEGO demos to run in English if there is no language selection menu, and it wasn't installed? I initially just extracted the cab for this, but it ran in Spanish, I believe. I loaded up the VM to find the file that might define the language, but there wasn't one. I'm thinking about uploading the other demos too, but I need to get them to run in English without installing them or running the exe (If you've ever loaded the Creator Knight's Kingdom demo, you'll know what I mean).
    1 point
  13. Cyrem

    Sopa Has Lost.

    No we don't. I'm not infected. @Sadie, did you even read the article? The title is completely misleading.
    1 point
  14. Cyrem

    Which Is Important?

    The news is always depressing. Anyway, to your question.... Neither. While I dislike stuff that is going on, I don't concern myself with stuff out of my control.
    1 point
  15. TheDoctor

    Photo Guessing Game

    >http://upload.wikimedia.org/wikipedia/en/2/25/KyleBroflovski.png >Derp
    1 point
  16. Cirevam

    Time Raiders

    I'm thinking that there will be the same number of levels but the unlocks would be arranged differently. Also, if you look at the first post in the Levels section, you'll see that the three checkpoint levels have major increases in the spheres needed (120, 240, 360) but when you start a new biome the number goes down a bit then slowly comes back up. The reason for this is that each biome presents new threats and I want to give the player some time to get used to that before throwing a huge sphere quota at them. Let's see what happens before and after the Sanctuary of Stone, the first checkpoint. The levels before the checkpoint take place in the Rock biome. The threats are Dark Slugs, Rock Monsters, and Water Monsters. Protoss Ore is plentiful, so you probably won't be using the dozers too much. There's a few tunnels blocked by Hard Rock but those usually just contain easter eggs or maybe a few seams. After the checkpoint you go to the Crystal Biome. The threats are Dark Slugs, Crystal Spiders (I actually already had a beta version modeled, but now I must make them more spidery), Time Barriers, Water Monsters, and Spectres (glowy balls of light that float around randomly, like the bats). Protoss Ore isn't as plentiful but you'll be able to find more spheres. This means you have to rely on dozers more but you can make more vehicles, and you have to figure out what's most effective at killing the new monsters. Since Crystal Spiders do a lot more damage to vehicles, you'll also need to protect your dozers and build some Distributor Towers to heal them, but that's one of the last buildings you can make so you need more raiders on defense. There's also more Hard Rock and you'll need to get through it to complete some missions, which means you'll need to either wait the five minutes it takes for a Drill Tank to get through a single wall or build an Upgrade Tower and cut through with lasers. The Warped Biome is a lot worse as the Metal Monsters can hit your base from a huge distance (if the code works right) and they do a ton of damage, but that's all we know. The rest is secret and can change at any time. I should update the wiki entry a bit as that always has the up-to-date information.
    1 point
  17. Cirevam

    Time Raiders

    Water is water. Lava is dimensional rift or something similar. It will look like a wibbly-wobbly starscape, probably. For time web barriers, I was thinking maybe having the recharge seam glitter effect blocking the way (if I can find the file) or the building upgrade effect but modified so it loops better. That way I can place a whole bunch of them in an area and it looks like a tunnel full of glitter that will take forever to get through. I haven't tested this, but if you place them with the OL but not between two walls, do the webs still stay up? That would be ideal because then we could have a large room blocked off by tons of these barriers.
    1 point
  18. Cyrem

    Time Raiders

    I only just read this now, but yes I have set the limit to 20 and I can make it higher I believe.
    1 point
  19. Cirevam

    Time Raiders

    Since I've been making good progress lately (three vehicles working in-game, some buildings remodeled) I was thinking of ways to choose the alpha and beta testers. I know I want Matt to look at stuff, no doubt there, but for the rest I'm thinking of a sort of lottery. Members would pick numbers from 1 to 100 and when there's enough ready for testing, I'll randomly generate about ten numbers. Exact or closest is a guaranteed beta pass, ties would be settled with smaller lotteries from 2 to 12 and I'd roll some dice to take out the pseudorandom effect. If all ya'll have other ideas then post them here. Also, if you have level ideas/blueprints that you're willing to contribute, post them here too. Anyone who helps at all (with more than just an idea) gets into the credits movie. Credits.txt is lame. We require full motion video.
    1 point
  20. Cirevam

    Time Raiders

    Unraveler model nearly complete, SGUT model started, Skid Steer model started, radar concept changed to the copilot in the cabin of large vehicles, Electric Fence/Smash Gate model started, Factory concept started, Distributor Tower code started, SHOVEL BEAM dropped in favour of LAZER SWORD, HUD concept started. See first post for a few more details.
    1 point
  21. Cirevam

    Time Raiders

    I'll probably just limit myself to twenty emerges for now. It gets a bit ridiculous after that, especially in maps specifically designed to kill you or make you angry. Like this one: You start with a Tunnel Transport, a Teleport Pad, a Support Station (not shown, forgot to put it in) and a Power Station in the bottom left. Train your single prespawned Raider as a Pilot if necessary. When you leave that area monsters spawn and kill yo base. When you open up the other caverns bad things will happen. Dynamite will be DISABLED for Time Raiders to put more influence on the drilling vehicles and so people can't destroy the Hard Rock next to your base to prevent that scripted base destruction.
    1 point
  22. Cirevam

    Time Raiders

    What's the limit for emerges in a level? Is it twenty? Now that I'm designing a few maps I'll need to make sure I know the limits for everything. Also I'm updating the first post.
    1 point
  23. Cirevam

    Time Raiders

    If you have an idea, post it first. I'll then tell you if it's horrible and you should feel bad for making it or that it's the greatest thing ever and your name should be immortalized.
    1 point
  24. Cirevam

    Time Raiders

    Both of you shut up. Time Raiders involves theoretical physics that no one understands fully, so if you have ideas drop them here, but don't act like you know everything and don't be a backseat moderator.
    1 point
  25. Cirevam

    Time Raiders

    The Stone biome will just be the standard Rock environment we have now, the Crystal biome will be the Ice environment but probably made to look more diamondized, and the Warped biome will be all dark purple and reminiscent of Xen. ...the last... I am the last... Power Paths are also going to look different. Those giant octagons just won't cut it. I'll need to think of something though.
    1 point
  26. Cirevam

    Time Raiders

    The slugs won't really be in four dimensions unless I make their moving animation similar to the hypercube up there. I know exactly how to do it in Milkshape, but I don't know how to do it with the way LRR handles animations. Besides, at that point they wouldn't even look like slugs. Instead, they might just utilize entanglement to move, so they'll probably "teleport" around instead of slithering along. This also means they'll be fast, so I'll probably turn them into glass cannons. One or two laser shots would take them down, but they would definitely be a common enemy. Also, I see how it's sorta like Data Raiders, but maybe that's because we're both sci-fi geeks.
    1 point
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