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Showing content with the highest reputation on 01/22/2013 in all areas

  1. Fluffy Cupcake

    Some LEGO Racers 2 textures...

    I just used it on Sandy Bay and I got A LOAD of textures (151 to be exact). From icons to ground, to objects, to car peices, to characters, it got it all. Also, I was being RR, so excuse me while I go look for his texture... Edit: For some reason quite a few of the textures (except font) seem to be flipped vertically. Edit 2: And here is RRs textures, just for you Jamesster! (I flipped them vertically to be proper again...) Edit 3: Anyone know of a program I can use to easily convert all these .dds files to .png (or something) in one go?
    3 points
  2. Fluffy Cupcake

    Some LEGO Racers 2 textures...

    Yw (and be sure to hit that thank button! ). And BIMP Lite.
    2 points
  3. Alcom Isst

    RRU Quotes 2008-2013

    [7:59:57 PM] McJobless: Cirevam, he double posted. [8:00:01 PM] McJobless: Sic him. [8:00:49 PM] Alcom Isst: I double posted once. [8:01:01 PM] McJobless: I don't think this is his first time. [8:02:28 PM | Edited 8:02:38 PM] Alcom Isst: "Alcom, you are against double posting, but you just double posted?..." -El Scorcho [8:02:46 PM] Alcom Isst: "Extreme110 and dellr thanked this" [8:02:53 PM] McJobless: TROLOLOL [8:02:59 PM] Alcom Isst: Hey Extreme, I found something you and Dellr have in common. [8:03:07 PM] McJobless: OH NO YOU DIDN'T. [8:03:18 PM] McJobless: THERE IS NOTHING WE SHARE, AT ALL.
    2 points
  4. dead_name

    LR1 Launcher

    A launcher for Lego Racers that takes care of custom resolutions, and allows for various patches to improve the game in HD. Config (executable path and resolution) is saved between sessions. If you're having the "black borders on the main menu" issue, try either of the following: > Run the launcher as Administrator > Put the game directory somewhere that non-administrators have write access (for example, put it in your documents rather than program files) REQUIRES .NET FRAMEWORK 4. Version 1.0: [LINK] Changelog: V1.0: > Initial build + Custom Resolutions + Fullscreen Mainmenu patch + Fullscreen cutscene patch
    1 point
  5. JrMasterModelBuilder

    LEGO.jam File Extractor

    With some help from the file format information jamesster found on Xentax I have made a JAM extractor. For the amount of information it has to process, it's rather fast, but it will hang there for a bit as it processes all the files (so have patience). Without further ado, here it is: JAM Extractor Latest Downloads (RRU): Windows 32-bit Windows 64-bit Mac 64-bit Latest Downloads (Github): Windows 32-bit Windows 64-bit Mac 64-bit Other Links: All Downloads GitHub Repository Extract your download to find the main "JAMExtractor" executable (all files are required, do not separate them or it will not work). Usage You can run it by the command line or, on Windows, simply drag-and-drop the LEGO.JAM file onto the main executable and wait for it to finish creating a folder next to the original file. To recompile, simply drop a folder onto the main executable and it will create a JAM file. >If you have the 1999 version of the game, it is unnecessary to rebuild a JAM archive. It is possible to have the program also print the files being processed as the program runs if you add an "--verbose" to the arguments. >Still need a GUI? Check out this topic. Important Notes The LJAM file format does not allow file or folder names to contain more than 12 characters. As of version 1.0.2, the program will skip over file and folder whose names are longer than 12 characters. Thus, any files and folders you create within the JAM archive's folders that have names longer than 12 characters will automatically be excluded when creating a new JAM archive. Older versions would only use the first 12 characters of the name as the file name and would include them. Alternately, you can use the source code from the GitHub repository with a Python interpreter. As of version 1.0.2, JAM Extractor is compatible with Python 2.7 and newer, older versions are compatible with 3.0 and newer.
    1 point
  6. Jimbob

    Tutorial: Skin Texturing

    For my first tutorial on RRU, I'd like to make a simple guide on modding Lego Racers by creating custom textures for the models. These textures replace current textures, they don't add new textures. I've written quite a lot, you should be able to skim-read through if you don't have the patience. Preparing the Mod This is often standard procedure when modding, but if you're not aware of what to do, follow these steps. You will create a new directory for your Lego Racers game in which you can safely make a new texture mod. 1. Find the install directory of your Lego Racers game. 2. Copy the containing folder (LEGO Racers) and paste it in the same directory. Rename this new folder to something suitable, e.g. 'RacersModded' (I've purposely made it twelve characters for the next step). 3. Inside the new folder, you will find the LEGO.JAM. Download JMMB's JAM Extractor, and use it to extract this file. 4. You should now have two folders inside the main LEGO_JAM folder, 'GAMEDATA' and 'MENUDATA', ready for modding. Making the Skins The texture files for models in LEGO Racers can be found in GAMEDATACOMMON and MENUDATAPARTDB. While both use the same file, the former is for textures seen while actually racing, while the latter is for textures that you see in the menu section of the game. To mod a texture, you first need to download these template texture files, ripped from the PC game. Inside you will find a collection of files including heads, headgear, bodies, and legs. These are the templates you will use to create new textures. The textures are named using a simple system. Files containing 'CHST' refer to the torso, files containing 'DFLT' are the face, 'LEG(S)' are the leg of the model and 'HELMET', 'HAIR' and 'HAT' are obviously those pieces of headgear. In addition, files containing 'MAT' are for in-game AI opponent textures. None of these can currently be viewed, which is why you downloaded the template skins. I've given a small explanation of them below. So, you simply need to draw over the template files in any image editor to create new ones! The files must be saved as .BMP images, but can be in any resolution (so long as it is a power of 2), allowing for textures of a variety of qualities. Remember, the first four textures above will only affect the player textures - it is the MAT texture that is used for AI opponents. Adding the Skins All characters in the Lego Racers game have a two-letter name assigned to them which is used in their relevant texture files. Some characters (mainly bosses) have all four textures, while others will share the standard ones. The naming system for the racers are as follows (in circuit number order, followed by alphabetical order, the two letters to the left are the file names): You just need to change the file names of your textures to match the characters in-game, then copy the files into the GAMEDATACOMMON and MENUDATAPARTDB folders. Original Skin Textures I have ripped all of the skin textures from the game, and you can click the link below to download them (thanks Xiron for the HELMET2 texture). JJ's LR Texture Rips They are saved as BMP images with the exact same names of the game textures for your modding convenience I've kept the original screenshots I took below in case it's easier for people. Bodies Here are all the bodies found in the game. Faces Here are all the faces found in the game. Headgear Here is all the headgear found in the game. Legs This section isn't complete yet, as the method I used to work out the files doesn't quite work with legs. How the Textures Work To help even further, I have begun to determine how the game maps the textures onto the models. So far I have worked out the helmet, body and legs - feel free to use these textures as reference when creating your own textures. Helmet The yellow section is the main area. The white square at the lower-left is used for the rest of the helmet, and the line of colours above this is the visor. Chest The black areas are not used, and you can use the screenshots below to determine the rest. It is worth noting that in menu selection, the game uses the right hand to texture the left hand too, while in-game both hands use separate textures. In addition, the template textures have shading, suggesting that the textures may have been designed to be more advanced before the final release. Legs Again, the black areas are not used. The leg texture has (annoyingly) only three areas to colour. The yellow area is the main portion of the leg (thigh and that-lower-part-no-one-knows-the-name-of), and the green area is used for the belt section. The red area is used for the foot, sides and back, which unfortunately restricts texturing items such as shoes. Screenshots Recompiling The final step in texture modding is to recompile the mod. Once all the modified textures are copied into the folders, you can either recompile the main folder into a JAM file using the Jam Extractor, or run the game without the Jam Archives. Then, voila! You have successfully created a texture mod!
    1 point
  7. AcePilot90

    Some LEGO Racers 2 textures...

    I was able to rip a few Torsos with Ninja Ripper. I got Legs, too, but oddly enough, no heads. Axel's gear BB's gear Arctic Gear Construction Gear The UV's are actually very similar to LR1, those little pixels in the bottom right corner must be the arms and hands. If anyone wants to have a go at ripping textures with Ninja Ripper, here's a download: http://cgig.ru/ninjaripper/ I have had better luck with this program, versus 3D Ripper DX. I hope someone can get more textures than I can.
    1 point
  8. lol username

    Some LEGO Racers 2 textures...

    Thanks Segatendo! And I usually use The Compressonator to batch convert DDS to PNG (Irfanview can do it too, but often screws up transparency).
    1 point
  9. Sonic322

    ~The Adventure time herd~

    Supposedly my friend has the entire Season 5 already, but I can't be sure of that just yet. That same friend says that if I was Fin, she would be Flame Princess, and she compared other friends to characters on the show. Your friend is a little... odd. She's also hot. I would ask if you have a picture to prove it but then you would just seem creepy for having a picture of her. Why would that be creepy? I'll PM you. Man is she your girlfriend? Because if she is then you are so lucky.
    1 point
  10. alan

    How To Add Custom Levels In-Game

    Then you have to use another npl file, for example the one of Rocky Horror or you create your own with the NPL scripter. But how to get experienced with that stuff? You need guides to improve, to learn, so what's wrong about a video tutorial that shows the steps demonstrative?
    1 point
  11. Andrews Cars

    Never-ending Slimy Slugs

    You can count how far away you are from each slug hole. There are tons of slug holes, but there are places here and there to sneak buildings. If you want a 50 rock raider crew, finding room for all the support stations can be difficult. It is a great map though, absolutely huge. I enjoyed the challenge of finding slug free space to stache buildings to get a huge mining crew. Slugs are cute little critters, maybe just go ahead and feed some of them. :)
    1 point
  12. lol username

    On the topic of Lego Battles

    How can you not love a series of LEGO games that can involve classic space astronauts and 90s space androids and Exo-Force robots fighting pirates, ninja, and dwarfs on Mars? I've played both games, and yeah, they're pretty awesome. I've played through most of LEGO Battles (still have yet to finish the Imperials story arc), and I also played through the first act of the Ninja story in LEGO Battles: Ninjago. I love the LEGO Battles games mostly for the sheer awesomeness of the concept: An RTS game involving tons of LEGO characters and themes, from the 70s to present day, duking it out in a bunch of different environments. Another thing I love is that the series is chock-full of classic LEGO stuff - Islanders, including King Kahuka? Classic Ninja? Governor Broadside from the 80s/90s Pirates theme? 90s Space androids working alongside Mars Mission astronauts? Forestmen/Dark Forest? Imperial Armada? Western? CLASSIC SPACE? YES. And while LEGO Battles: Ninjago doesn't quite have the roster of classic themes as the first game, it did sure pack in a ton of non-Ninjago stuff, like Atlantis, Power Miners, Agents, Collectible Minifigures, the main heroes and villains from the first game... Oh yeah, and it still had classic space. YES. And while the games were published by TT, they were developed by Hellbent Games, and aside from a couple concepts for collectibles being carried over from TT's licensed titles, the games are pretty unique compared to the other modern LEGO games. That combined with the mish-mashing of various LEGO themes, plus appearances of several classic characters, really makes the series feel like something out of the pre-TT days of LEGO games. And despite using the same engine, LEGO Battles: Ninjago introduced a lot of new stuff that made the gameplay quite different from the original game, almost feeling like an RPG-RTS hybrid at points. I really only have two big gripes with the series: 1, why the heck is it DS exclusive? The games would be a hundred times better on PC. 2, the pathfinding AI is terrible, at least in the first game. The Rock Raiders units had rather stupid AI, but at least they could move across the map without trouble. Oh, and the music. Even though the composer seems to be quite copyright-obsessed as far as YouTube uploads of it go, and the DS doesn't have amazing sound quality, there's some really good music throughout the series. Some other odds and ends as long as we're discussing this series... A LEGO Battles artist put some pretty darn awesome stuff on dA: http://emosktr.deviantart.com/art/Lego-Castle-125964452 http://emosktr.deviantart.com/art/Lego-Pirate-Painting-125964358 http://emosktr.deviantart.com/art/Lego-Space-Painting-125964194 Also, a while back I ripped apart the ROM for LEGO Battles (mainly to get at the original music files, which I successfully converted to a usable format thanks to some tools found on the 'net), and along the way I noticed there seems to be an unused test map in the game. I haven't tried it yet, but I imagine playing it could be as simple as swapping it around with a level normally playable in the game, then packing up the ROM again, loading it into an emulator, and loading the level you swapped it with.
    1 point
  13. Lair

    Xtreme Pepper Roni

    We need a skydiving racetrack now
    1 point
  14. lol username

    Trophy

    Yar har fiddle dee dee Yes.
    1 point
  15. Cyrem

    LDD Developer Mode

    You can do all that... OR 1. Open preferences.ini 2. Add the line: DeveloperMode=1 But I see you tried hard, props for that. BTW: It's been on this wiki since 2005: http://www.brickwiki..._developer_mode , so it should work for all versions.
    1 point
  16. CaptainGolem

    Fixing The Ai Voices.

    So I changed the number in VOICEC1 from 72 to 84 and copied King Kahuka's voice files under Baron von Barron's voice files and it worked! King Kahuka is using his voice! Looks like the game didn't find the voice files because it searched on the wrong place.But he is still doing the 3,2,1 sound.Looks like the sound is not used as his voice, but as his horn.I don't know how to fix that.Oh, and this is Black Knight's face:
    1 point
  17. Cyrem

    LEGO Racers DEMO - Download

    I disagree. I think it is helpful that Almogzxp posted topic about getting the demo version. If you find more places where it is uploaded and if there is any alternative language versions around and add the links to this topic, I will pin this topic.
    1 point
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