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Showing content with the highest reputation on 12/06/2013 in all areas

  1. Axel

    Axel's Mod 1.5 (Updated, 4/10/2015)

    NEW BIOME My goal for the biomes is around 15 biomes - 12 biomes more than vanilla Lego RR. One thing I've been doing my best with is trying to make my new biomes fit in with the Lego Rock Raiders aesthetic and quality, so it's very important to me that I get things looking polished. If anyone has any criticisms/suggestions on these biomes, please let me know. Now, there's the RockFallStyle issue I've not been able to resolve. It looks like I might only be able to have 4 RockFallStyles in the game. If this is indeed the case, then I have a way to work around it without looking totally like crap. Colors. They will be based off of color. I wrote up a quick thing for reference for myself: The colors need to match the biomes reasonably well. And this thing: This is a stalagmite. My hope is that one day, stalagmites and other scenery objects will repopulate the desolate ground tiles of Lego Rock Raiders.
    7 points
  2. PeabodySam

    The Greatest "Sonic the Hedgehog" MOC

    With the latest version of LEGO Digital Designer including some new pieces, I was finally able to truly capture the likeness of everyone's favorite blue hedgehog. Marvel at how incredible it is. Forget Mad Jack and Dino Attack Headquarters, this is easily the greatest MOC I have ever created. Possibly even the greatest MOC in the world. The greatest Master Builders only wish they were skilled enough builders to create something as incredible as this.
    5 points
  3. Fluffy Cupcake

    Intro Cutscene Mod - Paradise City

    Well, yeah. Just take a look at >the list. I haven't tried so I don't know, but what I can say is that in the section there is a part that refers to the directory+file the script uses, so it may very well be possible to add new ones. I am clueless on how the ones at the start of races work at the moment, but I can say they still use OBMGcScriptTrigger.
    2 points
  4. James Gryphon

    Rebalanced Races Mod (WIP)

    Well, it's a tradeoff, and I think you gain more than you lose. The missiles are pretty useless for the player, and the mummy and red shield don't seem to be that much better than what they replace. I don't think it would be exaggerating to say that warp has more of an impact on the game than those three powerups combined, and my feeling is that if you can get rid of the warp, that justifies losing the other three items. Besides, 2) and 3) have already been done in Robexplorien's >AcceleRacers mod. He tries to make it difficult with warps (which is no easy task). I can't make any improvements on what Rob's doing there, so I'm not going to try; if you want both 2) and 3) without 1), his mod's the only choice you have, and will likely remain so for some time.
    2 points
  5. dead_name

    Review: #4569 Warrior

    Review: Review: #4569 Warrior Review by origamiguy Photo Review So I read Review: Review: #4569 Warrior online. It comes with a tongue-in-cheek and humorous review. I'd like the photo a lot, but I have to say, the lack of anti-aliasing on the text leaves my eyes feeling violated!The review is good for kids who are young, as it is only 3 lines, akin to the review it's reviewing! The review is well thought out, and copies the poor writing style of the prior review for comedic effect. The review is like a good skirt; long enough to cover the material, but short enough to keep it interesting. Rating Design: 9 / 10 (1 mark dropped because it doesn't fit on my screen fully)Quality: 100 / 10 Fun: 1000 / 11 (this one goes up to 11.) Price: 10000 / 10 Is it a read it, or a skip it? I would go with read it for anyone who enjoys meta humour, but if you are not a person who likes fun, then it would be a skip it! Total rating: 9.5 (out of 11)
    2 points
  6. lol username

    Review: #4569 Warrior

    Review: #4569 Warrior Review by jamesster Photo Review So I read Review: #4569 Warrior online. It comes with an empty-looking review. I'd like the photo a lot, but I have to say, why is there no photo!The review is good for kids who are young, as it is only 3 lines! Also, the writing of the review isn't that good, as it doesn't read that good. But, reading these reviews goes pretty fast! Rating Design: 10 / 10Quality: 100 / 10 Fun: 1000 / 10 Price: 10000 / 10 Is it a read it, or a skip it? I would go with read it for forum users, forum moderators, and forum administrators, but if you are not a person who likes to read stuff, then it would be a skip it! Total rating: 9.5 (out of goldfish)
    2 points
  7. Oboe Shoes

    Additional Brick Colors Mod

    As you may already know, It's possible to edit the .LEB files in the PIECEDB folder to change what bricks are available in what color in any given category. (Or, by editing a small bit of binary, add additional bricks.) So for those of you who don't wish to mess with these files yourself, or if you just want a nice base for editing with some of the more common ones already there, I've compiled this little mod which will add the following bricks to your game without overriding anything: 11 new basic bricks in beige to the Johnny Thunder menu 14 new green bricks to the Veronica Voltage menu (The 12 basic brick types, plus the flag and spoiler) 1 new green brick to the Castle menu (the Castle theme flag) As for why I didn't split the green bricks up between the Standard and Racing menus, there's an unfortunate hard limit of 30 bricks per menu, forcing me to add to menus with smaller amounts of bricks. Download This is fairly basic for now, but I plan on adding additional pieces that could benefit from additional colors that I can find space for, and it's a good place to start if you want to edit these menus yourself. Remember, you can always edit these files to get any brick you want in any color temporarily, and then switch it back when you're done. I'll also look into any possibilities of getting around the limit of 30 bricks per menu, but for now, enjoy.
    1 point
  8. JrMasterModelBuilder

    LEGO Digital Designer LIF Extractor

    Game Extractor has had the ability to extract LEGO Digital Designer LIF files for a while, but since Game Extractor isn't very stable, I wrote my own LIF extractor in Python. The download contains the Python source file for use with a python interpreter, as well as Windows 32 bit and Windows 64 bit executables. Download LIF Extractor GitHub For those of you who will probably ignore the Readme.txt file entirely, here's the information on it: You accept full responsibility for how you use this program. This program is released under GNU GPLv3. LIF Extractor is a command line utility for extracting the LIF files found in LEGO Digital Designer. It will extract all files contained inside the LIF archives, into folders adjacent to the archive it was called on. The LIFExtractor.py file requires a python installation to run. The executables found in the folders have no dependencies. Choose the proper folder for your operating system. The Python script has been tested to work on Python versions 2.7 through 3.2. To extract LIF files, pass the path to the LIF files as command line arguments to the program. On Windows, this can be done by dragging and dropping the LIF files onto the LIFExtractor.exe icon in the explorer window. This program was created to allow for interoperability with the LEGO Digital Designer formats. In order to properly read the LEGO Digital Designer formats, it is necessary to access the data contained with the LIF file archives.
    1 point
  9. Fluffy Cupcake

    All About WRLs [Everything you see and do in the Worlds!] (Warning, Large Post)

    Hi! Just thought I'd make a dump on my discovery with WRLs so far. They are located in \GAME DATA\SAVED WORLDS\ Index: (N/A Means I haven't looked at that section yet) Starting Position Static Object & Golden Brick Mobile Object, Bonus Pickup & Vortex Award Display Boulder Spitter Map Marker Ambient Lighting Point Light Directional Light (N/A atm) Model And Spot Light Checkpoints Checkpoint Supervisor The Pits Weapon Pickup AI Quad AI Section AI Supervisor (N/A atm) Camera Cinematic Camera Cinematic Target (N/A atm) Spinner Spline Spline Linker Spline Skeleton (N/A atm) Skeleton (N/A atm) Land Patch LEGO Terrain Surface Manager (N/A atm) Water Sheet Foyer Hot Spot Sea Water Course (N/A atm) Waterfall (N/A atm) Steam Point Kill Boxes Kill Sphere Sky Box Clouds (N/A atm) FlareCircle (N/A atm) Sun Flare (N/A atm) World Rain World Snow LEGO Stomper Mech Firework Layer Manager (N/A atm) World Properties Reverb Gateway (N/A atm) Reverb Area (N/A atm) Reverb Init (N/A atm) Sound (Very Incomplete) Minifig Script Trigger Wheel (N/A atm) Thruster Mobile (N/A atm) Layer List Rotation Reference: R1 = Forward Backwards Tilt R2 = ??? R3 = Side to side tilt R4 = ??? https://en.wikipedia.org/wiki/Quaternion Starting Positions (cRaceStartPos/cFoyerStartPos): Description: The starting position of a vehicle, weather it be in a race, exploration, battle, or bonus. The following list goes in chronological order of how they appear in the file. 78 Bytes in Length These are offsets from the beginning of the section, header included. Position: Px = 58-5B Py = 5C-5F Pz = 60-63 Rotation: R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Static Objects (cGeneralStatic & cGoldenBrick): Descriptions: Static: The majority of objects in the world that don't move when touched. Golden Brick: The bricks that help you proceed though adventure mode. These are the ones that are not collected by winning races. 100 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory = 80-FF Mobile Objects (cGeneralMobile/cBonusPickup/cBonusVortex): Descriptions: Mobile: The majority of objects in the world that move when touched; Bonus Pickup: The pickups that are in the bonus game. Bonus Vortex: What you touch in adventure mode to enter a bonus game. Mobile Objects: 114 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 X = 58-5B Y = 5C-5f Z = 60-63 R1 = 64-67 R2 = 68-6B R3 = 6C-6F R4 = 70-73 Collision Type (sound) = 7C-7F 82-83: Setting this to anything higher than 00 4A will make the player unable to push the object. Model Directory = 90 Difficulty [Vortex Only] = 100-103 Award Display (cAwardDisplay): Descriptions: Basically a static object, but with two models. One model or the other gets shown based on win/lose conditions. 183 bytes long. Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 R1: = 64-67 R2: = 68-6B R3: = 6C-6F R4: = 70-73 Collision Type (sound) = 7C-7F Model Directory (Goal Incomplete) = 80-FF Model Directory (Goal Completed) = 100-183 Fireworks (cFireWork): Description: Basically a simplified version of static objects. All fireworks coordinates seem to play follow the leader to the last firework entry that appears in the WRL. 63 bytes long Layer = 24-27 Label = 28-3F Binding = 40-57 Px = 58-5B Py = 5C-5F Pz = 60-63 64-67 = ??? Boulder Spitter (cBoulderSpitter) Descriptions: It spits out boulders. You know, like the craters on Mars or the Volcano area on Dino Island. 84 Bytes in length XYZ = 68-73 Rotation = 64-83 Launch Power: 78-7B ?: 7C-7F Frequency: = 80-83 Map Marker (cMapMarker): 6C Bytes in length Layer: 24-27 XYZ...?: 58-63 Ambient Lighting (cAmbientLight): 5C Bytes in length 58-5A = RGB Values (Last remaining following offset, #5B, is unknown, possibly alpha) Point Light (cPointLight) Length = A0 XYZ: 88-93 RGBS#1: 58-67 RGBS#2: 68-77 RGBS#3: 78-87 (S = Strength, defaults are 3E and 3F) Dirrectional Light (cDirectionalLight) Length = 94 RGB?#1: 64-73 RGB?#2: 74-83 RGB?#3: 84-93 Model And Spot Light (cModelAndSpotLight) (Found on Xalax, those lights at the top of the area) Length = 13C Light XYZ: 68-73 Light Rotation: 74-83 Model Location: 88-93 Model Rotation: 94-A3 Model Path: BC-? Checkpoints (cCheckPoint): 1C0 bytes long Layer: 24-27 Label = 28-3F [Posts] Visual Position: X = 58-5B Y = 5C-61 Z = 60-63 Visual Rotation: 64-73 Model Directory: 80-99 (unsure about 99) (there are different types!) ID: 100 4 bytes (offset) after the ID comes the 'next' checkpoint setting. This determines what checkpoint comes after that one. 4 bytes after this are alternate 'next' checkpoints, there can be up to three. ???: 114-117 Pass-Thru(?): Bottom Left Corner: X: 12C-12F Y: 130-133 Z: 134-137 Top Left Corner: X: 138-13B Y: 13C-13F Z: 140-143 Top Right Corner: X: 144-147 Y: 148-14B Z: 14C-14F Bottom Right Corner: X: 150-153 Y: 154-157 Z: 158-15B ???: 15C-1A3 ??? (This part is vital nevertheless): 1A4-1A7 ??? 1A8-1AF Arrow (yes, you can be a little bugger and missguide the player. ): X = 1B0-1B3 Y = 1B4-1B7 Z = 1B8-1BB Checkpoint Supervisor (cCheckPointSupervisor): 11F bytes long Layer: 24-27 Starting Lights Glow Appearance: 58 (at which checkpoint does it appear) The Pits (cThePits) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF Weapon Pickup (cWeaponPickup) Length is 104 Layer: 24-27 XYZ: 58-63 Rotation: 64-73 Directory: 80-FF AI Supervisor (cAISupervisor): FC in length AI Quad (cAIQuad): BC in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Bottom Left Corner: X: 58-5B Y: 5C-5F Z: 60-63 Top Left Corner: X: 64-67 Y: 68-6B Z: 6C-6F Top Right Corner: X: 70-73 Y: 74-77 Z: 78-7B Bottom Right Corner: X: 7C-7F Y: 80-83 Z: 84-87 Center: X: 88-8B Y: 8C-8F Z: 90-93 Next quad?: 94-97 Alternate Next Quad?: 98-9B AI Section (cAISection): 1C4 in length Layer: 24-27 Label: 28-3F Track Supervisor: 40-57 Next Section?: 58-5B Alternate Next Section?: 5C-5F ???: 7C-7F ???: A0-A3 Point 1 Coordinate: A4-AF Point 1 Unknowns: B0-C7 The last x is repeated 7 more times (each section being 24 bytes long). Here is a guideline anyway. Point 2: C8-EB Point 3: EC-10F Point 4: 110-133 Point 5: 134-157 Point 6: 158-17B Point 7: 17C-19F Point 8: 1A0-1C3 Camera (cCamera): 8C Bytes long Untested:(when jumping to these positions they seemed logical) XYZ Location: 70-7B Rotations: 7C-8B Cinematic Camera (cCinematicCamera): 78 Bytes long Layer: 24-27 XYZ Location: 58-63 Rotations: 64-73 Spinner (cSpinner): 7F Bytes long Label: 40-? Layer: 24-27 Spin Speed: 64-67 Splines (cSpline): X Bytes Long (Dependant on number of points) Layer: 24-27 Label = 28-3F Binding = 40-57 58-5B = ? Ammount of Points: 5C-5F 60-63 = ? 64-67 = ? For the remainder of the class it is just points. For every point this is the structure breakdown: XYZ: 0-B Rotations: C-1B ???: 1C-1F Spline Linker (cSplineLinker): Layer: 24-27 Label: 28-3F Names are what is being linked together Spline Name: 40-57 Spline Name 2(?): 58-6F Object Name: 70-87 ???: 88-8B ???: 8C-8F ???: 90-A7 Land Patches (cPatch) (Use: Land patches, like the ice on Arctic for example) XYZ: 58-63 Rotations: 64-73 (see static objects for more details on XYZ and Rotations) Terrain (cLegoTerrain) Description: It's the terrain you drive on! Length: 187 Layer: 24-27 Label: 28-3F Px: 58-5B Py: 5C-5F Pz: 60-63 R1: 64-67 R2: 68-6B R3: 6C-6F R4: 70-73 Terrain Directory = 80-FF ???: 100-103 X Scale: 104-107 Y Scale: 108-10B Z Scale: 10C-10F Note: Changing scale seems to affect the world's edge boundaries ??? (Seems to crash when changed): 110-113 & 114-117 Textures X Scale: 120-123 Textures Y Scale: 124-127 ??? (Usually alawys FF FF FF FF): 130-133 Some Kind Of Listing....?: 14C-??? Foyer Hot Spot (cFoyerHotSpot) XYZ = 58-63 Spot #: 68-6B Water Sheet (cWaterSheet) 1F8 long Layer: 24-27 Texture Directory: 58-80 Reflection Texture Directory: -157 (leave blank if no reflection) Location X: 158-15B Location Y: 15C-15F Location Z: 160-163 Rotation 1: 164-167 Rotation 2: 168-16B Rotation 3: 16C-16F Rotation 4: 170-173 The Sea (cSea) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Height: 170-173 Rise & Lower Magnitude: 174-177 Fade Out Distance: 178-17B RGBS Tint: 17C-17F (used for things like evening on Sandy Bay for example, S = Strength) Material: 70-? (can either be a .mip, although you refer to it as .tga or .ifl which is a text file with a list of textures (aka animated)) Steam (cSteamPoint) Layer: 24-27 (untested, but most likely) Location: 58-6C Rotation: 64-73 (untested, but most likely) Colour: 74-77 (I believe there might be more to this section, but there will be a lot of trialing to do) Kill Box (cKillBox) 6F in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 ???: 64-67 Box Size: 68-6B ???: 6C-6F Kill Sphere (cKillSphere) 67 in length Layer = 24-27 Label = 28-3F Binding(?) = 40-57 Location: 58-63 Sphere Size: 64-67 Sky Boxes (cSkyBox) Length: 90 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Model Directory: 58-?(D7?) World Rain (cWorldRain) Length: 5C Layer: 24-27 World Snow (cWorldSnow) Length: 60 Layer: 24-27 World Properties (cWorldProperties) Length: 5C Gravity: 5A-5B (Default: -19 float) Sounds (cSound) Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Object of attachement: 58-6F(?) (see label under objects) Sound Path: 88-? Fade In: 13C-13F The point between the outter rim (max distance) and 100% volume. http://i952.photobucket.com/albums/ae10/Segatendo/LR2/OMBGcSoundFADEIN_zpsvzhsz2to.png Maximum Audible Distance: 140-143 Minifig (cMiniFig) Length: 78 Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Minifigure: 58 (range: 00-36) Location of minifig: 5C-67 Rotation of minifig: 68-77 Script Trigger (cScriptTrigger) Length: 16C Layer: 24-27 Label: 28-3F Binding(?) = 40-57 Location of trigger: 58-63 Triggerable Distance: 64-67 Directory of 1st script: 68-E7 Directory of 2nd script: E8-167 ???: 168-16B O.T. Perhaps this info could be a start to someone making a tool?
    1 point
  10. alan

    DEMO Kahuka on other tracks

    Note: Might only work on XP because DEMO doesn't run on Vista/7 (at least for me)! I just wondered how Kahuka would drive in the DEMO mode on his own circuit or on Basil's. Furthermore I wondered what Demo-Kahuka would do on Rocket Racer's Run. So I messed up the track folders in GAMEDATA: At first here's an overview of which folder belongs to which track name: C0R0 = Royal Knights Raceway C0R1 = Imper. Grand Prix C0R2 = Desert Track C0R3 = Moon Magma Marathon C1R0 = Dark forest dash C1R1 = Tribal Island Track C1R2 = Amazon Adventure C1R3 = Ice Race C2R0 = Nightmare-Athon C2R1 = Pirate Skull Pass C2R2 = Temple Trail C2R3 = Alien Asteroid C3R0 = Rocket Racer Run So, because Demo-Kahuka only drives in C0R1, C1R0, C0R3 and C0R2, we have to rename the folders. We now want to make Demo-Kahuka drive on his own circuit. So we rename the folders: C0R1 to C1R1 C1R0 to C0R0 C0R3 to C1R3 C0R2 to C1R2 and C1R1 to C0R1 C0R0 to C1R0 C1R3 to C0R3 C1R2 to C0R2 Because windows will accuse you to use one folder name multiple times, add any letter behind the renamed folder, e.g. C0R1 -> C1R1x Later you just remove the added letters (here: the x). (Hope you could follow what I meant, if not, please ask!) So, now we have switched the races of Circuit 1 and 2 (and 4 and 5, so the mirrored versions). But when you now start the game (after recompiling), the races will crash when you try to start them. So now we have to change the RACEC*R*.RAB files located in the track folders. For example, when you now go into RACEC1R1 (= the renamed Imp. Grand Prix) you will find a file called RACEC0R1.RAB Rename it to RACEC1R1.RAB and do the same with all other modified track names (so the RAB file names have to match with the folder names they are located in!). When you're done, [recompile (DATA method doesn't work for me)] and start the game. To check if you have done everything all right, go to Single Race and try each race. There should be the picture of Imp. Grand Prix but the race is the Tribal Island Track when you start it. So when you checked it, go to main menu and wait until DEMO-Kahuka starts to race. What happens when DEMO-Kahuka drives on non-demo tracks? When the race starts - the time when the camera flies to the player's position - Kahuka will already slide a bit forward. When the 3 appears, he will stop to move and idle until the race itself begins. Now Demo-Kahuka's race physics is not the typical AI driving physic. He drives the race as if you (as a player) have won or lost a race (when the camera looks to the back). You may already have recognised that this physic often drives as a drunk and so Demo-Kahuka does (especially in Amazon Adventure Alley). But sometimes - often when Kahuka crosses the finish line after Lap 1 - Demo-Kahuka jumps in the non-demo tracks. When he is done with that jumping he will behave as in the normal demo tracks. So after that 'jump' his racing physics are typically AI again and additionally he will be able to drive the right way again without any trouble. Of course you can do the same with circuit 3 races and also with RR's Race. Have fun messing Kahuka up If you have some more questions, please ask me EDIT: Special Thanks to RobExplorien for his video that shows Kahuka's strange behavior on Rocket Racer Run:
    1 point
  11. JrMasterModelBuilder

    LEGO STRINGS Binary Format

    UPDATE: >Convert tool available here. Also, some of the information below is probably inaccurate. Alrighty, I've reverse engineered most of the format, there's just one thing I don't understand yet. I will detail it below, so if you can lend some knowledge, let me know! In GAME DATATEXT there are almost all of the text that is used thoughout the gameplay, in the different languages the game supports with a 3 letter file extension that denotes the language. There is also a plain text version of the BRI (British English) copy of the text that is presumably the source file. Now for the format specifications: Sources: {4} = The number of characters. {4} = 0x20000000 {2} = The last character that will appear in the character set. {2} = 0x0000 //Repeat for the number of characters. {2} = DBCS character. {2} = Incremental counter. {4} = UINT32 = The number of key value entries. //Repeat for the number of key value entries. {12} = CHAR = Key name, NULL terminated {4} = UINT32 = The offset of the string, from the offset of this value. //The remaining bytes are the NULL terminated DBCS strings that are the values for the keys listed above. As you may have noticed, I called the characters DBCS characters, as 2 bytes are devoted to each character in the strings that appear on screen. I do not presently know what DBCS format they are using, but except for the "Æ" character, they all match up with extended ASCII plus a NULL byte. The "Æ" on the other hand is designated by 0x1320, for reasons I cannot comprehend, because "Æ" is actually in extended ASCII. Anyhow, if anyone knows anything about this peculiarity let me know, but this should be more than enough to write a compatible converter with a little extra logic to deal with this oddity. I won't be finding myself with any excess time this week, so if anyone else wants to have a go at writting a tool, go right ahead!
    1 point
  12. Fluffy Cupcake

    Intro Cutscene Mod - Paradise City

    Or by removing the trigger (entries are OBMGcScriptTrigger) in the WRL, this does not remove the minifigure (OBMGcMiniFig) as the entries are seperate. But what you said is actually what I did for my speechless Sparky mod. Both are just as a simple task to me.
    1 point
  13. James Gryphon

    Rebalanced Races Mod (WIP)

    I >promised that I would make a topic to cover the ideas I have for this new mod concept, so here it is. I intend to make the races in LR a little more difficult. These are the methods that I've thought up to attempt to achieve this: 1) Limiting the number of white bricks in any race to 2. This will eliminate all fourth-level powerups, including the warp, and hopefully improve the degree of equality between AI racers and humans. 2) Creating new locations for all of the standard power bricks, so that each one will be accessible by an AI. 3) Making minor tweaks to AI racer speeds so as to create a consistent difficulty level within each circuit, with the races in the first three circuits being a bit easier than the second three, but about the same as each other (so Kahuka, powerup choices aside, should be almost as tough as Basil). I will need to look into this to see if this method is necessary and/or viable. As part of number #2, I thought it would be a good idea to try to give each AI racer, not just the bosses, their own distinct powerup preferences. origamiguy has stated that he believes NPC (not boss) racers follow random paths, which would derail this concept. I intend to do testing to verify this one way or the other. More information on this will follow. I'll keep y'all updated on how things are going. I may periodically post downloads so that you can see how things are coming together, and possibly provide input into the process. If so, all the links'll be here. Thanks for your time.
    1 point
  14. aidenpons

    LEGO Racers Recreations

    Do so. NOW. Such epicness... I am not worthy... (If I attempted to paint a Lego piece like you did there would be more paint on the ceiling than on the brick ) Do you have plans to build the next (as in halfway through next year) set? Or are you waiting for parts? Or have you just given up?
    1 point
  15. le717

    Intro Cutscene Mod - Paradise City

    Later, after I posted this (after getting high on laughing my head off thanks to the LMBs), I started saying this line as "Take me down to the paragraph city, where the girls are green and the grass is pretty". I....
    1 point
  16. Guurahk204

    RRU Quotes 2008-2013

    1 point
  17. le717

    Finally beat the game; what's next?

    Well, I've tried to look through every post he's made, to see if I could find that, but it didn't seem to show up anywhere. I even looked through Creator and RobExplorien's posts too (since they both did projects that depended on knowing the paths), but nothing seemed to turn up http://will.kirk.by/u/rru/images/renders/pwb_and_rrb/ There you go. :)
    1 point
  18. RobExplorien

    Finally beat the game; what's next?

    Q: "Finally beat the game, what's next?" A: LEGO Racers 2
    1 point
  19. Prototyke

    The Great Kanohi Project

    This week I made Metus's mask. The annoying little fellow had an annoying little mask. It was surprisingly hard considering it is symmetrical and only covers half the head. Must have been those horn things. And as Aidenpons' and Guurahk's critique was inconclusive, I have not changed the Tarix.
    1 point
  20. Axel

    Axel's Mod 1.5 (Updated, 4/10/2015)

    Update: I've decided to make a 2.0 of this mod. Although I can't say much right now, I intend to do the following: -New biomes -Spider, Scorpions, Snake enabled -Landslides don't instantly kill Rock Raiders (but are still damaging) -Environmental props/scenery (need someone who has Lightwave 8 so I can convert to Lightwave 5 from .OBJ) -More sound effect changes/additions -Modifying the GUI, but not yet sure of the extent -Overhauling map selection screen in order to add more maps -New maps -MAYBE new voice-overs -New creatures (mostly monsters, though, for specific biomes) Some screenshots will be coming within a week. ______________________________ NEW BIOME ______________________________ NEW MAP: Round the Rocks This is the first unique map I've created for Lego Rock Raiders. It's actually really generic, in that the only real goal is to navigate through a maze of hard rock to find an area rich in energy crystals nearby. I hope to make better use of NERPS in the future to create some more interesting objectives. I designed this map specifically for the Rock biome, and it contains some native Rock Monsters and large spiders as well as a flock of bats and some awkwardly placed energy crystals (an issue I will remedy soon).
    1 point
  21. Prototyke

    The Great Kanohi Project

    This is the first mask that isn't an elemental mask with a power. (excepting the Infected Hau, it doesn't have a power either.) I couldn't find a name for it, and I don't know if the Glatorian helmets are even truly Kanohi, but I am still doing them, and I am calling this one The Tarix or Tarix's Mask since it was the mask Tarix wore. Doing a consistant front-view is good, but some masks lose a lot in a front view. This mask look quite like a scuba mask with metal seaweed growing off of the back when looked at from the side although some of that is lost in the front view. This is added to my list of vaguely more human-like Kanohi. I am not sure if that is boredom or a level of insanity not seen before. So long as it doesn't rub off on me, I think I'll just let him to himself. How bored would you even have to be to willingly copy+pate that static over twenty times?
    1 point
  22. Lair

    The monster is loose

    1 point
  23. Car CrazeXVI

    Oh look, a screen shot I found on my who knows how old computer

    I think I broke it.
    1 point
  24. Wognif

    The day everyone stood still

    "If you seleave select the green brick, you go." The Infotreeiac's ultimate road block.
    1 point
  25. Ben24x7

    The day everyone stood still

    Infomaniac: And you can change hats to torsos! and blend into each other! Did you know that? Pepper: I think I understand why part of his name is 'maniac'.
    1 point
  26. Lair

    The truth about Papa

    The world must never know. (this reminded me of an old youtube poop idea I had involving Papa. Yes it's as weird as this picture might make you think it is)
    1 point
  27. Wognif

    The Infoster

    The Infoster has escaped. Our worst nightmares have finally been realized.
    1 point
  28. Wognif

    Tree madness

    This happened as an experiment earlier today, as I wanted to see if it would crash or not if I replaced flowers and cups with trees. Citizens don't grow on trees, trees grow on citizens!
    1 point
  29. The Ace Railgun

    I might've broken the jukebox....

    Yeah I think the infomaniac is having a pizza high
    1 point
  30. Lair

    HE'S EScaPIng to the side

    Pepper get back here we've got work to do
    1 point
  31. Wognif

    The island is now haunted

    And so the Brickocalypse has began......
    1 point
  32. Wognif

    The Infofueliac

    (I was going to make a topic for this around the time I uploaded it, but I was busy at that time, and it slipped my mind.) It seems that the gas station now has a Green-Red Brick based fuel supply.
    1 point
  33. Wognif

    Papa Decalini

    I used rcfrnt.gif for his chest, and jsfrnt.gif for his face. Somehow this happened shortly afterwards: Sauce does not go on the face.
    1 point
  34. Wognif

    What in the bricks has happened?

    Each time I do anything on the island, things make even less sense. By the way, the dark brown trophy stand only occurs when using Direct3D Hal and when at a certain distance near it.
    1 point
  35. lol username

    I might've broken the jukebox....

    that is terrifying
    1 point
  36. Alcom Isst

    What the hell LEGO? (4642 Fishing Boat)

    Why do minifigures need life jackets anyways? They float.
    1 point
  37. Alcom Isst

    What the hell LEGO? (4642 Fishing Boat)

    LEGO City elected a new mayor, who decreased subsidies to safety equipment companies as the city budget was slashed. So life preservers are now much smaller and less effective. They can't afford to develop any bigger ones.
    1 point
  38. Axel

    Axel's Mod 1.5 (Updated, 4/10/2015)

    Well then live your dream, Fernaanddo. Live your dream. I had to think of something corny to say.
    1 point
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