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Showing content with the highest reputation on 12/10/2013 in all areas
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Axel's Mod 1.5 (Updated, 4/10/2015)
Lair and 4 others reacted to Axel for a topic
NEW POWER PATHS, MODIFIED ICE-ROCK BIOME Basically, the power paths that the Rock Raiders tend to avoid standing on for too long have been modified to look like you're not supposed to stand there. In addition, any power path completely surrounded by other power paths will now be square. The IceRock biome now has a different floor texture, as well. I'm thinking of modifying the standard Ice biome slightly. And if you noticed, I'm using high-poly Rock Raiders now. The low-poly ones comparatively look terrible. And though it is not visible in this image, I've changed the color of energy crystals slightly to better match their color in the videos and Lego sets.5 points -
4 points
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RRU Quotes 2008-2013
Fluffy Cupcake and 2 others reacted to Alcom Isst for a topic
[10:53:44 AM] [sGT] Alcom Isst: Do Enter and Return have a canon last name? [10:54:06 AM] Pranciblad: Nope. [10:54:09 AM] Will Kirkby: surely it'd be "Key" [10:54:18 AM] [sGT] Alcom Isst: I was thinking that too. [10:54:26 AM] Will Kirkby: I have no idea what the context is [10:54:34 AM] Will Kirkby: I'm just trying to be funny [10:55:02 AM] [sGT] Alcom Isst: They're the twin personel of the LEGO Island Hospital. [10:55:27 AM] Will Kirkby: OH MY GOD YOU CAN DO SMALL TEXT ON SKYPE [10:55:30 AM] Will Kirkby: WAIT WHAT [10:55:31 AM] Will Kirkby: NO WHAT [10:55:52 AM] Will Kirkby: TEST TEST TEST TEST TEST TEST [10:55:52 AM] Will Kirkby: http://kirk.by/s/142d849deff [10:55:56 AM] Will Kirkby: WHAT [11:04:04 AM] [sGT] Alcom Isst: Though if their last name is keys, I can imagine a dialogue like... Dr.: "Have you seen the Keys?" Player: "The keys to what?" Dr.: "No, Enter and Return, where are they?" Player: "They were looking for the keys to the ambulance" Dr.: "The Keys were looking for the keys to the ambulance?" Player: "Yes" Dr.: "Are the keys in the ambulance?" Player: "No, they're looking upstairs right now." Dr.: "No, I meant are the keys to the ambulance in the ambulance?" Player: "No, the Keys were in the ambulance checking to see if the keys to the ambulance were in the ambulance, but the keys weren't in the ambulance so now the Keys should be upstairs." Enter: "WE FOUND THE MISSING KEYS!" Return: "To Mama Brickolini's Piano, now we just need to find the keys to the ambulance so we can return them to her!" [11:04:26 AM] Will Kirkby: Who's on first?3 points -
Slimy Slug Project
alan and one other reacted to Edrjune1 for a topic
Okay Guys, Here is the clay model that will be the basis for the mold. It needs a lot of polishing up, but it is turning out pretty well. Let me know what you think before it goes in for molding2 points -
The LEGO Movie Videogame Trailer
Cyrem and one other reacted to McJobless for a topic
/relevant Hold on to your butts.2 points -
Slimy Slug Project
aidenpons reacted to Edrjune1 for a topic
So, I am attempting to make a LEGO compatible slimy slug that can beef up any RR collection. I have carved one out of wood and it turned out pretty nice. The next step is to make one out of clay that I can make a mold for and produce a good number of them. The body is a solid peice with the eyes being levers that have been bent and flattened on the tips to allow for bases on both ends. The model is a little crude as it was painted with acrylic paint (terribly un-smooth) but it means that this may not be as hard as I thought. In time, I intend to make the head swivel, but first I am just going to try it with the head stationary. There will be a few more pictures in my gallery, but let me know what you think or if you have suggestions. It might be cool to have the slugs have a 2x2 platform on their backs to be able to sit rock raiders on there, or maybe energy crystals.1 point -
Lego Rock Raiders Diorama
Seaborgium reacted to -DoNe- for a topic
This was my very first Rock Raiders MOC that I ever made, hope you like it!1 point -
1 point
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LR scene modding
Jimbob reacted to Brickulator for a topic
Hmm, interesting idea. You could certainly show each track from a circuit. It would be a pain to insert all the props and stuff and position them correctly, but it's possible. Modding this game would be a LOT easier if someone could code something to do all the hard work for us. Surely it would be pretty easy to do? My coding knowledge doesn't go further than HTML so I couldn't do anything. As for having the boss race around, that still sounds kind of complicated, but I guess it could be done without editing animations or anything by using animations from objects that move along the ground...hmm...actually, there are animated cars racing around the intro cutscene from the demo. So for Rocket Racer at least, that already exists. If we could use those animations with other car models then something like this might be possible.1 point -
Slug Prototype
STUDZ reacted to Edrjune1 for a gallery image
From the album: Slimy Slug Project
This is the Slimy Slug Prototype that I made out of wood.1 point -
The LEGO Movie Videogame Trailer
McJobless reacted to lol username for a topic
Yes, but what does that have to do with this game? It looks identical to the bit at 0.55 when Emmet is being chased across a desert in a vehicle shooting at robot cowboys behind him. So you're saying you can judge the length and quality of a minigame from briefly seeing it in a trailer?1 point -
LR scene modding
Jimbob reacted to Brickulator for a topic
*bumpdate* So on the subject of actually making custom cutscenes, here's what I know: As shown above, it's possible to base cutscenes in tracks simply by inserting the track model into a cutscene using the methods detailed in my tutorial. It's probably much easier to just copy a track's folder and turn it into a cutscene, but I haven't actually tried that yet. It would also be possible to include multiple tracks in a cutscene if you really wanted to go crazy with it. I still haven't figured out skyboxes and the like but I haven't really tried. Again, by turning an existing track folder into a cutscene that issue should be avoided. Inserting characters and other models into these cutscenes is usually pretty simple once you've got used to the method, but I have had some issues in the past with certain objects like the Johnny Thunder cutscene model. I'll do some more experimenting there. In terms of character animations, I'm still not sure what is and isn't possible. It seems that usually when trying to use a character with someone elses's animation, everything gets all distorty and horrible. AFAIK this is down to the SKB files, which can be edited, but I haven't really solved anything there. There are some "generic" animations, such as those in the race selection screen and the cutscenes that include the player, and the "generic" models they belong to, that can be dressed up to look like any character. This is something else I'll look into. Things like subtitles, sound effects, camera angles and movement etc, are all pretty easy to edit. Just about the only things that are So on reflection it seems I still don't know a lot. But it's an update nonetheless. Has anyone else done anything with cutscenes? Has anyone else done anything with racers recently? :P1 point -
Could Sam Sinister be harder that Rocket Racer?
Brickulator reacted to Car CrazeXVI for a topic
As you may recall, I originally posted a comment on that video that said the same thing, and then pasted it onto my sig because of how great it was. Unfortunately, when you click the button to make your YouTube account private, it actually removes you channel from existence. (But keeps your videos if you want to create a new channel) What a wonderful comparison.1 point -
Could Sam Sinister be harder that Rocket Racer?
Car CrazeXVI reacted to Fluffy Cupcake for a topic
Sam's Car speed in Arcade is max 106-107, and it takes about 22.5-23 seconds to reach 100. Every other car is... EXACTLY THE SAME! I know this because I just timed and recorded that data onto this post. I can make a video if you want proof.1 point -
Updated IceRock Biome, New Power Paths
Lair reacted to Axel for a gallery image
From the album: Modding
1 point -
Could Sam Sinister be harder that Rocket Racer?
James Gryphon reacted to BobaFett2 for a topic
For a minute I thought this was about Racers 1...and I guffawed. Then I realized that this was about LEGO Racers 2. Yeah, I'd say so, provided you're getting all the upgrades.1 point -
Slimy Slug Project
Jimbob reacted to Cirevam for a topic
Very nice. If you can get a smooth mold and have it painted well, some people might send some money your way to get one for their collections...1 point -
Slimy Slug IRL
-DoNe- reacted to Edrjune1 for a gallery image
From the album: My Collection
The slimy slug! This one is made of wood, but I intend to make one out of sculpey and cast it to make it out of plastic.1 point -
Axel's Mod 1.5 (Updated, 4/10/2015)
The Ace Railgun reacted to Axel for a topic
NEW BIOME: More or less a variation on the Rock biome. Also, the Sand biome's power paths currently have sand on them, and I thought it looked pretty cool. I'm thinking of redoing the Power Paths throughout the biomes to look more interesting. Not sure what I'll do yet, but I've got some ideas. Also, I might modify the floor in either the Ice or the IceRock biome, probably the latter, to add a bit of snowy material. And here's an image of the Sand biome's now fully armed and operational rockfallstyle.1 point -
Could Sam Sinister be harder that Rocket Racer?
Car CrazeXVI reacted to McJobless for a topic
But RR is faster. He has Rocket in his name.1 point -
Extreme110's Traveller's Tales Game Research Blog
Lucas W reacted to tatsuto for a topic
Looking up minifig namevars in the hgo file in the chars folder and then adding them to collection.txt Additionally stuff/iconpage has to be altered accordingly. Still chardefs (.cd) would have to be altered for names and behaviors, but no luck with that yet...1 point -
Review: #4569 Warrior
Lair reacted to lol username for a topic
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)1 point -
LR scene modding
Car CrazeXVI reacted to Brickulator for a topic
Maj and brickshelf went down for a while earlier. But yeah, they're back now. As for Rocket Racer looking short, is it any better from this angle? EDIT: Here's another picture - this is what happens when you run the Rocket Racer circuit cutscene in place of the spash screen, ie without a racer selected: EDIT: Same as above but using the ending cutscene without a racer selected: I don't know why it's a different fig in this one. It might be worth mentioning that the previous image was from a 0% save, and this one is 100%. I can't be bothered to check if there are any differences there. Either way, AFAIK that bright yellow hair piece isn't available in the builder. Weird. You can do the same "no-racer" thing with the trophy cutscenes. I tried it with the 1st place cutscene and...it was terrifying. Don't do that. I haven't looked at the others. In other news I attempted to mod the Rocket Racer intro cutscene to use the RRR track instead of a plain black background, similarly to using the test track in the VV cutscene. It kind of works, but mostly not. I think I'll abandon that little experiment But I'm going to keep looking into cutscenes.1 point -
LR scene modding
Jack Bluebeard reacted to Brickulator for a topic
Afternoon everyone, after a bit of a break, I'm getting back into the Racers stuff. Hold onto your glitchy pirate hats, people. Apologies for the slighlty delayed reply, but yeah, I had the same issue with the collision - you drive through the walls a bit before you hit the boundary. I'll have a look into the collision stuff at some point. But for now I'm going back to the cutscenes. Here's a screenshot: It's just a modded version of the Veronica Voltage cutscene. The background is actually the test track now though, instead of the simplified model usually used in the cutscene. Obviously there's still some issues - the sky, for one, and the window and flag models are floating around in the air, but it was just an experiment. It should be pretty simple to use any track as the background for a cutscene. In fact, I reckon completely custom cutscenes shouldn't be too much of a stretch. I'll try to start updating this thread again :P1 point -
RRU Quotes 2008-2013
STUDZ reacted to lol username for a topic
[10:39:21 PM] jamesster: I've been driving through a desert [10:39:33 PM] jamesster: with nothing but cacti and border patrol [10:40:17 PM] Joe9412: are the cacti horny1 point -
LR scene modding
Car CrazeXVI reacted to Brickulator for a topic
I've been investigating and experimenting with SDB files a bit and I think I found the problem with the "imperial ship flying like a UFO" thing I was trying to do. If you look at this, you can see it's definitely possible to give objects animations meant for other objects: That is the big hovering UFO flying around with one of the little UFO's animations. Both of the SDB files for these UFOs have one "bone", but the imperial ship I was trying to use has 2, and I believe that was the problem. SDB files can be modified and I've played around with them a bit to try to get character models to work properly with different animations, but I think the pirate ship from Pirate Skull Pass only has one bone anyway so I should be able to get that to work and fly around the sky, which would be pretty awesome if this ghost pirate track is happening Also, I put the car building garage behind the garage door of the test track: The collision of the normally-empty room behind that door actually fits the size of the garage model really well.1 point -
LR scene modding
Car CrazeXVI reacted to Brickulator for a topic
Don't you just hate it when someone else turns up with a bigger boat? I'm thinking maybe I should change the title of this thread, since it's obviously not just about cutscenes any more And I have started on a tutorial for this stuff but I don't know when I'll be able to finish it. It's pretty easy to do, but it can be a little tedious as you have to edit several files. I'm finding now that the only difficult part it positioning objects correctly. Even using the coordinate viewer it's annoying to do. But I'm getting the hang of it.1 point -
LR scene modding
Car CrazeXVI reacted to Brickulator for a topic
It's more that I'm procrastinating heavily I should be revising but LEGO Racers is distracting me, oops. And yeah, I'm going to do a tutorial, but I'm not sure if I should make it just about getting characters into cutscenes, or something more general. Because I just managed to do this: And I imagine that inserting models into tracks like this, animated or otherwise, will be of interest to more people than just modding the cutscenes. It actually seems pretty easy to copy any model in the game somewhere else. The process is mostly the same as the cutscene stuff anyway, so I might just try to cover it all in one tutorial.1 point -
AI Racers - Strongest, Weakest, favourite and least favourite...
aidenpons reacted to Mr. Eight-Three-One for a topic
C'mon, that's nothing. What's really hilarious is putting magnetic traps just in front of shields. And seeing the one red dot on the map get stuck.1 point
