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Showing content with the highest reputation on 08/24/2018 in all areas

  1. ShadowDraikana

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

    Well, I figured someone had to do it. Went through Axel's cfg included with his WADs to see if I could find the problem. Turns out an extra backslash where one should not have been was to blame for the insane number of random crashes. Without further ado, I present the fixed Lego.cfg file: https://www.rockraidersunited.com/files/dl-r234/ This should cut down significantly on the number of random crashes. Other things I fixed: 1. Eye/shoulder view crashing. Axel's value for FPClipBlocks was 30 when anything around 18 will cause a crash. Dropped it back down to 16. 2. Mining lasers will now actually HIT walls for the most part. Axel's values were beyond too high. See my topic on this for further details. 3. Pyrite Monster will now behave as Axel intended, and not as a Lava Monster. Enjoy. 4. Minor text fixes 5. Infinite drain rate bug fix. @paperpanzerReported that the problem was actually caused by the usual fix, so if you have issues please let me know immediately. If there's anything else that needs fixing via the cfg, I'd appreciate a heads up.
    2 points
  2. kajeuter

    Lego Racers 2 - RL Cars

    Hello Everyone, Most of the default cars from Lego Racers 2 do already exsist real life. These cars are taken from existing sets. I made a list for Sandy Bay, Dino Island and Arctic with all of the cars that are actually taken from existing sets. Since most of the cars do not have a name, I'll refer to the characters that drive the car in LR2. Sandy Bay Cars: Dino Island Cars: Arctic Cars: As for the Mars Cars, these cars are nowhere to be found in the Life on Mars set. However, using Lego Digital Designer, I managed to build all of the cars (Except sparky's one).I would like to share them with you and I want to actually build them in real lego as well. I will put up a list of items you need and some instructions later. Most of the car pieces can be found in the Life on Mars set itself.Cassaopia's Car: Pippin's Car: Cunningham's spacecraft: Baron Rosso's spacecraft: Frankie Solido's spacecraft: Mac's Car: Johnney Thunder's Car: So, what do you think? It suprised me that most of the cars do actually exsist. Kaj
    1 point
  3. Cyrem

    WAD Recycler 2

    WAD Recycler v2.00 So I was getting sick of using the WAD Tool, having to File>Compile New WAD and then locating the folder every single time I make an edit. So I made this so that compiling and extracting no longer needs you to browse for files and folders. All you do is start the program and when you need to extract or build your folders, you just drag them into the window.. Extract: drag your WAD files onto the window and it will create the LegoRR* folder(s) in the same directory. Build: drag the LegoRR* folder(s) into the window and it will create wads in the same folder as the folder path. There is a status text which will tell you when it is processing or is complete. Changelog v2 Rewritten. Backup feature was removed, it was fairly pointless. Dragging LegoRR0 & LegoRR1 files only into the window will prompt to ask if you want to extract them straight into the Data folder. No longer uses Ogun's extractor. Download
    1 point
  4. bphillips09

    LEGO Island REDUX

    A little preview of what will be in the next build - hopefully it'll make the island a little less lonely. https://drive.google.com/file/d/1lR_s9_RGitmfyJ3HW3aaMMKM3rizNxqp/preview
    1 point
  5. sheepandshepherd

    GeoTool

    GeoTool Beta 2 - 18 June 2016 A map viewer/editor for Lego Rock Raiders. Currently it can edit most aspects of a map's terrain, and can also convert the heightmap to and from images for editing in GIMP/Photoshop/Paint. It's written in D and OpenGL. Windows only. You can get the source code on GitHub. It replaces the old Heightmap Converter tool, which was ugly and too badly coded to improve any further. Also, I much enjoyed switching to D, it's a fun programming language. Usage Buttons for creating, loading, and saving maps are at the top right. You can also load by dragging a map's icon onto the GeoTool window. The load and save functions automatically detect the map components by their names, so you only need to open one of the map files; the rest will automatically be detected. They do need to be named correctly though -- as in, contain the words "surf"/"high"/etc. somewhere in their filename. You can view and edit the Terrain and the Heightmap with the tabs under the New/Load/Save buttons. Most image formats are supported for heightmaps. Images are grayscale, with black representing height 0 and white representing height 63 (higher than that bugs out LRR, so no point going that high.) You can move the camera with the keyboard or by clicking/dragging on the minimap. Screenshots New GUI to replace the buggy, gray old one: By default, LRR's radar map colors are used for the terrain: Terrain can also use the textures loaded from LRR biomes. Here's level 23 in terrain edit mode, with the rock biome: Heightmap editor: Controls WASD/Click on map = move Home = reset and center view to the center of the map Arrow keys = rotate camera PGUP/PGDN/+/-/Mouse wheel = zoom camera F5/P = save a screenshot F = toggle the FPS/status bar at the bottom Esc = exit You can load a folder containing textures for biomes. Biome folder paths are saved in the settings.ini file, so you don't have to reload them later on. Requirements Windows OpenGL 3.3 and a video card with relevant drivers Download Latest release Source code
    1 point
  6. lol username

    King Kahuka Demo Car

    All the NPC cars use different models and textures from the player cars. The player car models are just the chassis of the vehicle with the rest of it composed of individual brick models, while the cars the NPCs drive are all one model and have some additional shading and stuff baked in. The NPC cars also work a bit different from the player car when racing, the player car actually collides with the track, while the NPC cars simply follow a path and ignore the track model and collision entirely. In the demo, the game just puts the player camera behind the King Kahuka NPC car, so the car looks different and also moves differently due to the fact that it's following the NPC path. I doubt it's possible to make the player car act like an NPC car in terms of handling, but it is probably possible to drive the NPC cars by swapping around the models (which I've been intending to do for a while now, but never gotten around to).
    1 point
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