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Showing content with the highest reputation on 12/06/2017 in Posts
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LI2ME - Lego Island 2 Mesh Exporter 0.1.0
FeebTube and one other reacted to pivke for a topic
LI2ME - Lego Island 2 Mesh Exporter Plugin LI2ME is just another modding tool for Lego Island 2. This is a plugin written for Milkshape 3D to save you custom models and meshes in Lego Island 2's *.MSH-format. I decided to develop this plugin for Milkshape 3D, because it gives you huge ability in interacting with many other formats. My first choice was to develop a plugin for Blender, but as it's not supporting that many formats it would have been not as flexible as with Milkshape 3D. Features This plugin cares for everything itself. That means that even your meshgrouping and texture coordinates are overtaken into the *.MSH-format. Furthermore it will calculate normals in realtime. You can chose between smooth and straight normals, which will lets you control wether to let your model appear more edgy or more softly ingame. Since the version 0.1.0 it supports collision files. That means, you can tick a checkbox on the plugin which will create a *.col-file besides the *.msh-file with the same name. For now, it will simply generate a single axis-aligned bounding box around your model. Screenshots Download You can download the plugin on the Sourceforge page (This plugin is, just like LI2GE and LI2TA, opensource and under GNU-GPL license) Installation To use this plugin you need to download Milkshape 3D. You need to activate Milkshape 3D by probably buying it. Please mention that we won't discuss here on how to crack that software or where to get serials. The whole export plugin is combined in one single DLL-file. From the downloaded archive, just copy the "msMSHExporter.dll" and paste it into your Milkshape 3D installation folder "../Program Files/MilkShape 3D 1.8.4/*paste here*". Be sure to not change the name of the plugin ("msMSHExporter.dll"). Milkshape 3D is registrating new plugins by it's first letters "msXXX.dll". Bugs & Improvements LI2ME isn't outgoing tested. When you have improvements, problems or you are encountering bugs, please feel free to create a ticket on the SourceForge project page. Remember that you are helping other people too with your commitment. Have fun! :-)2 points -
Searching The Wads
Cyrem and one other reacted to soupyd for a topic
You guys are so great, seriously. Thank you, Jessie, for explaining this: I understand perfectly! I have enough information here to do what I wanted to do, although I did consider the lack of crystals in a level being a problem, but I think we'll be fine. And yes, all maps are made by people, but the better ones don't make the fact so obvious. But yeah... gee guys. I remember the first time I found this forum my jaw fell off. I couldn't believe this obscure game from my childhood had an alive community. For real: out of this world. Anyway, I read that Npl thread. This game isn't so hard to modify, is it? Editing hexdec doesn't scare me too much, so I'll probably mess with that. Like I said, Baz's mod is really good, it's just a few thing like the level design and the extreme amounts of ore one gets as a side effect of his level design that changes the experience too much. edit: You guys know why my raiders idle a lot? I on't remember this from a decade ago... my pawns just stand around, ignoring their priorities. Eventually they get in the vehicle, or blow the wall, or shovel the rubble, but at some point in my games this always happens!2 points -
Bad Conditions
ShadowDraikana reacted to alan for a topic
Bad Conditions by alan Back Story: The Rock Raiders discovered a huge cave near a magma reservoir. There is no more lava flowing into this cave, so the borders of the lava cool down and become hard or loose rock. You need to drill through these thick rock layers to collect all 110 Energy Crystals. Map Objective: Collect 110 Energy Crystals. Difficulty: Easy/Medium Installation Instructions: This level will not replace any other level. Put the level folder "BadConditions" into Data\Levels\GameLevels\ (DATA method) or LegoRR0\Levels\GameLevels\ Then add the level configurations and the custom level setup to your own Lego.cfg (see description in the download). When you have done all that correctly, the level should appear at the right side of Frozen Frenzy (Level09). DOWNLOAD Please tell me what you think of that level so I can improve my level designing skills and please correct translation mistakes! Thank you!1 point -
Bad Conditions
Cyrem reacted to ShadowDraikana for a topic
Here's my review alan: My first instinct was to build up a base as quickly as possible since I apparently did not understand what "enough oxygen" meant. Not having depleting oxygen made the level quite easy, especially when you consider the lack of monsters or erosion. Thanks to the ridiculously high costs for things in my mod, it took me a while to get a Chrome Crusher. But once I did, the level became a basic strip-mining operation. The size of the map left plenty of room for some good old spelunking, as there are no hazards to worry about (minus the occasional landslide). Overall, the map looks like it was very well planned and thought out. Kind of a nice, relaxing fun-to-play exploration level that brings me back to some of the original missions. Great job! I did find a few grammar issues in the objective: In the mission description, maybe rephrasing the last part from "you might stay a long time down there." to "you might be down there a long time." Fail text needs to reworded to something like this: You didn't find the required 110 energy crystals. Maybe you should use the Chrome Crusher! Mission failed. Success text can be improved, such as: Congratulations, Rock Raider! Even with so many crystals to collect and even more walls to drill, you got them all. Mission complete! Crystal fail text I won't bother mentioning for reasons that should be obvious. Something else I strongly suggest you fix is in the code for the level cfg: In the priorities section, AI_AttackMonster needs to be removed. The other two, AI_BuildPath and AI_Upgrade, need to have AI_Priority in front of them. Basically AI_Priority_BuildPath and AI_Priority_Upgrade is what you should have. It's obvious that you copied this from @s0d3rb3rg's tutorial, but if you carefully read everything, you'll notice that he somehow overlooked this (having the word Priority) in his copy/paste example section. Furthermore, I discovered (and this was confirmed by William) that AttackMonster is a useless priority and will not function. Again, I don't blame you for this because of the way it was set up in the tutorial. I should also mention that back in the PrioritiesImages section, this change needs to be made to your own cfg if you want the priorities to show up. Edit: Confirmed that Upgrade is useless as a priority because Raiders automatically will head straight to the Tool Store (or vehicles straight to the Upgrade Station) when you tell them to Upgrade. No need to have this. BuildPath is a weird one in that only half regulates building power paths. See my post here for more details: Also, I forgot to mention in my original post that I really liked the inclusion of a custom set of menu bmps for the map. Very nice touch!1 point -
Searching The Wads
soupyd reacted to aidenpons for a topic
Aaaaaalso, providing you don't want crystal counts of greater than 50, it should be possible to just use an existing .npl - like put Rocky Horror's .npl in the Lava Laughter folder (& rename it) and voila, you now need 50 instead of 30 crystals in Lava Laughter. Word of warning: Slug scripts are handled with the same files as crystal counts, so move Back to Basic's slug script to Rock Hard and you'll have a slug-spam on your hands. (However, for slugs to emerge you need Slimy Slug holes in the first place, which are handled in a different file, so put Back to Basic's .npl in Driller Night and you won't get any slugs spawning)1 point -
The Algorithm
Cyrem reacted to ShadowDraikana for a topic
Nice to see some feedback on this map; might as well post a review too. Tricky is probably the best word to describe the level. Right from the beginning I figured out quickly that you need to have your thinking cap on or you will be in for a rough ride. Since the Ore Refinery is a required building for the Docks in my mod, I had to be a bit creative with the three spare crystals you get at the start . Surprisingly Idleness Syndrome kicks in almost immediately in this level but disappears after moving the base across the river. Apart from that, it was mostly smooth sailing (pardon the pun). Of course I expected the monsters, but I was completely caught off guard by the -covers mouth-. Should have seen it coming. In my mod, I am forced to use the Rapid Rider method as the Mining Laser has too many prerequisites to be feasible with so few crystals by that point. Thankfully that wall near the island is only one thick so even if my Raider got blown up I could still function with the new cave being opened up. Fun fact: using dynamite this way is almost guaranteed to kill your Raider because he picks it up after putting it down. This is about as bad as when Raiders try shoveling lava.... After all that base moving and monster dodging, I kind of felt there was a big finale coming. So, I lined up my heavy artillery, blew down the gates around the crystal cache, and charged in. Then my Raiders ran for their lives as the fury of Planet U came in full force to meet my fleet. It was quite an explosive ending to a level that seemed to build with tension the longer it went on. Overall, I love the map. Gave me a real challenge; something I haven't had in a while with this game. The detailed design of the map is amazing, especially when you take into account the gameplay elements. Only thing that I saw as an issue was in the objective text, which was already pointed out by Cyrem. Regardless, excellent job on this level Yourself!1 point -
Searching The Wads
soupyd reacted to ShadowDraikana for a topic
Or there's this tutorial: http://www.rockraidersunited.com/topic/3583-npl-scripting-with-oguns-npl-tool/ This should get you on sound footing. Basically, (assuming you read that topic) you can decompile the npl using Ogun's tool, and simply edit the crystals number in notepad or something. Recompile and put in the level folder (move the original out of there first). Again, I've assumed you read that topic.1 point -
Searching The Wads
soupyd reacted to Lair for a topic
Level objectives are scripted in the NPL file, a hexidecimal translation of NERPs script files. You can make your own NPLs with the NPL Scripter tool: I don't know if there's any proper documentation though, and while I think there are some NPL tutorials on the old wiki they're kind of a mess and were made before we had proper tools like this and I haven't rewritten them yet sorry. Alternatively, you can just open a level's NPL file in a hex editor like XVI32. You'll want to find a string like this: 0D 00 02 00 05 00 01 00 31 00 00 00 where 0D 00 02 00 is GetEnergyCrystalsStored, 05 00 01 00 is the greater than > sign, and 31 00 00 00 is the number of Energy Crystals you need to have more than to win written in little-endian hexadecimal, in this case 0x31 = 49 from Rocky Horror's NPL script. The third word there will have a different number depending on the level, but just find it and change it to whatever you want if that's all you do. Remember that it needs to be in hexadecimal, and the number is greater than and not equal to, so it needs to be one less than what you want your actual goal to be. And since it's little-endian, if you want to set it to a number above 255, you'll have to write it with the least significant value first - so if you have an objective of 350, you'd write 5D 01 00 00, where 5D is 93, and 01 is a leading digit that represents 256, adding up to 349. I don't think you can cross over 65535, because you'd have to start adding the leading digit to the third slot, eg 00 00 01 00 and it might try to read that as a function All of Rock Raiders was made by people... if you just change the NPLs and there aren't enough crystals in the level you won't be able to play them well.1 point -
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How To Train Your Dragster
No Username reacted to lol username for a topic
Dragsters don't handle drops very well.1 point -
LRR Reloaded
Cyrem reacted to joev14 for a topic
Recently I've been playing through the original game levels of LRR, some of the levels had so much potential, and space that could have been used better. I felt as if the levels had been made hurriedly, and could have been so much better, so I decided to recreate all the levels with new features, such as more caverns, caches, and landmarks. I also felt as if some of the game design could have been better, and some game design that wasn't necessary, such as useless vehicles like the hover scout and the granite grinder. Goals that I aim to accomplish include Adding more unique biomes and textures to the game, including the Jungle Biome Lair and I made Removing the Hover Scout and Granite Grinder Making the Levels as interesting as possible, as well harder in some cases. Also I've replaced the final three levels: Hot Stuff, BtB, and Rocky Horror, with my own custom levels: Erode and Conquer, Ice Screams, and Rockmare. Making it so RRs can only drill Dirt, Dynamite and Small vehicles are required to drill/blast Loose Rock, and Large Vehicles are required to drill Hard Rock, making it so Loose rock and Dirt are more seperate from each other. Fixing multiple glitches in the game. Big thanks to Cirevam who played through version 1.2 of LRR Reloaded Driller Night: And just to get you interested, here's a pic of one of the "Landmarks" that I've already made Lavafall Rockmare... Download for LRR Reloaded 1.3 Levels 1-17 & .cfg: RRU Download Mediafire1 point -
Training Cave
Cyrem reacted to alan for a topic
A new map, upload requested: Training Cave Back Story: There is no. This is a cave where you easily can train your Rock Raiders how to drive, fly, sail, kill theirselves and so on. All necessary buildings are already constructed, combined with a (in my view) well suiting heightmap design (I know it looks artifical, but it is supposed to be like this! The Rock Raiders made the cave look like this for training!). Map Objective: None. When you're ready, kill the tool store. Difficulty: n/a Installation instructions: Do it just like the other levels. The rest is explained in the enclosed cfg. DOWNLOAD1 point
