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Showing content with the highest reputation on 11/13/2017 in Posts

  1. aidenpons

    LR - A Third Powerup Shuffler

    First of all, I'd like to thank Grappiegovert and his track editing tool - without it, this would never have been done. Secondly, I'd like to thank JrMasterModelBuilder for his .JAM extractor - without that, this would also never have been done. It's impossible to make LR difficult - the AI is atrocious and the highly abusable green bricks make LR a cinch. But if you remove the green bricks... and put loads more red bricks... then it's still a piece of cake. If you intend to play it that way. The idea with this mod was that whenever you'd get ahead, you'd slowdown - or sometimes stop - wait for the AI to catch up with you, pelt them with cannonball spam, speed on, and then slow down as they take ages to get out of a Pharaoh (that thing is very useful - it slows down all players to pass it, the only yellow powerup to do so). Furthermore, there are far fewer blue bricks. Shortcuts now usually have no bricks in them and the alternate routes much more, so it's a great deal better for you if you take the long route. Unfortunately, whilst adding so many red bricks I came across some limit. Put a couple too many bricks in. and when you hit someone with a cannonball it does nothing (this happens rarely near the finish line of Knightmare-a-thon ). Put waaaay too many bricks in, and white bricks can't be collected. Fortunately most of this is gone. Other functional features: Bricks placed in inaccessible places (most of the time), usually green ones, just to wind you up No shielding in the start of Alien Rally Asteroid - but there is a way to lose no speed going through that section that doesn't involve driving on the sides Whites are rare in the first circuit and become increasingly common The game is still absurdly easy Upload is here: http://www.rockraidersunited.com/files/lego-racers-1/aidenpons-lr1-powerup-mod-r58/
    4 points
  2. Zed

    Ctrl + V

    2 points
  3. Lair

    ...

    ...
    1 point
  4. pivke

    Lego Island 2 - Custom models + textures

    Hey all, did some modding for Lego Island 2: I did this with the help of LI2GE (link to thread) and a MSH exporter plugin for Milkshape 3D I didn't publish for now. I'm thinking of publishing it the next days. It gives the ability to calculate hard edged and smooth edged normals, as you can see on the image above. I hope you like it :-)
    1 point
  5. pivke

    Research: Mesh files (*.msh)

    Hi all, I finally managed to crack up all sections of the mesh file format (*.msh). Till now we were only able to read the static mesh data from a model file. 2 sections with the description "GTOM" and "MATL" did some serious headache to people like me and legomoe (as he tried to reverse engeneer them too). I was pretty sure all the time, that those section meant the following: "GTOM" - "Geometric transformation" and "MATL" - "Materiallist". But my assumption was wrong. After heavy reverse engeneering and many trial'n'error on those files, I finally got it. Those sections are adding custom matrix-transformations to specific objects of the mesh file. For example: When you are watching the policecar_lod1.msh (file being used to generate police car ingame) in LI2GE, you will notice that several objects like wheels and stuff are not on the right place. They are basically located in the origin of the model. The same for helicopter or buildings which have animated objects (like the door on radio station). Here is how those sections work: GTOM - "Geometrical transformation" { DWORD NumberOfObjects; //Representing the objects of the mesh, has to be the same amount like in GRPL DWORD Index[ NumberOfObjects ]; //Index to the matrixlist } MATL - "Matrixlist" { DWORD NumberOfMatrices; struct Matrix[ NumberOfMatrices ] { FLOAT TranslationXAxis; FLOAT TranslationYAxis; FLOAT TranslationZAxis; FLOAT RotationXAxis; FLOAT RotationYAxis; FLOAT RotationZAxis; FLOAT ScaleXAxis; FLOAT ScaleYAxis; FLOAT ScaleZAxis; } } This was pretty hard to find out. To make this information useful, we now can apply those matrix-manipulations on the corresponding object in the mesh. Everything will get on the right place then. We are basically able now, to insert our custom models (even like new high poly cars etc.). To make life easier I'm thinking of programming a 3D-Editor to apply those custom objects to your mesh. But that's not all; I'm sure that those matrix-manipulations are there to let Lego Island 2 know, which objects are going to be animated. Next step would be to crack up mesh-animationsfiles to create custom animations.
    1 point
  6. emily

    Water Pressure (Bionicle Short Film)

    Welcome back, forums! Here's a cartoon a made while you were gone. It's about Gali and some pals. As ever, your thoughts are greatly appreciated!
    1 point
  7. lol username

    Changing textures on models with a hex editor

    LR2's models specify the paths of the textures they use. These can be easily changed with a hex editor. Let's look at PLAYER1.MD2, which is the blue helmet with goggles. I'm using HxD but most hex editors will work the same way. Right away, there's an obvious texture path. Immediately after it is 00, which tells the game that's the end of the path - I've selected it in the screenshot. After that is a bunch of useless garbage data... Usually, just pieces of other texture paths that somehow ended up in the file, but aren't actually used for anything. Also note that texture paths here end in .TGA, despite the textures in the game data ending in .MIP. Don't worry about this; if you're changing a texture path, end it in .TGA, like the existing texture paths do. Let's replace col_black.tga with col_yellow.tga. Note that we also make sure that there's a 00 after the path, to signify the end: And presto:
    1 point
  8. Sunchipp

    Rock Man

    a lil texture mod I thought I'd work on now that I got the hang of it Because I don't know how to upload pictures on this site yet this is the best I can do.
    1 point
  9. Cyrem

    This is the "FEEDBACK" section after all

    Glad you like it It most likely won't stay this way for the reason you mentioned and for the fact that questions aren't really answered immediately, like stackoverflow for example. Thanks for the report on that, I will though put it as a more low priority item compared to the others I must work on.
    1 point
  10. aidenpons

    Water Pressure (Bionicle Short Film)

    SPOILER ALERT! It's well worth watching it beforehand.
    1 point
  11. Dazzgracefulmoon

    LEGO World's Vehicles are....... weird

    throughout my time playing lego worlds, I have encountered many different oddities with vehicles. they interact with mushrooms in the funniest way. they also go insane if you make a custom road in a town, causing them to spin wildly and teleport all over the place. this video is a silly montage mostly comprised of vehicles getting flung around by vehicles, which still makes me giggle like mad
    1 point
  12. Cirevam

    Rock Man

    http://www.rockraidersunited.com/gallery/ The link is under the Browse tab at the top of the page.
    1 point
  13. Hem

    Uniqueâ„¢

    Hello, I am Unique, I am not exactly new here but I like Lego Racers, I enjoy using MODS and gaming in general, And a BIG thanks to all that made this Community!
    1 point
  14. Lair

    ...

    1 point
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