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Showing content with the highest reputation on 09/25/2018 in all areas

  1. This tool makes it possible to view and edit many assets of the game. Current capabilities are: - Unpack and repack art files (RFH/RFD) - View and edit MDF files, the game main descriptor files - View and edit AI car parameters (files under aidata\ inside ART0001) - View and edit AI cornering parameters (files under aidata\corneringdata\ inside ART0001) - Explore RTB files (MOTO.rtb, which contains the list of game resources with the respective ID) As always, feedback is very appreciated! Download Changelog: 1.3 - Added MDF viewer/editor - Improved robustness when packing and unpacking RFH/RFD files - Improved error handling and reporting 1.2 - Renamed from RFrepack to StuntRally Suite - Rewritten user interface - Added AI car viewer/editor - Added AI cornering data viewer/editor - Added RTB viewer 1.1 - Added compatibility with windows older than 10 - Improve behavior when file loading is cancelled 1.0 - Initial public release
    2 points
  2. As promised, here's version 1.3 with a builtin mdf editor! You can change lots of behaviours of the game with it
    2 points
  3. miningmanna

    LRR remake project

    Hello RRU community, Me and a friend are working on remaking LRR in Java with the lwjgl and OpenGL. At first I didnt think, that I would make a topic in this community for our project, since many tries have been made, and many stopped the development or didnt respond in a long time. But we would like to ask for support, for the following reasons: 1. We would like to make this a bigger project, since it will be quite portable (Java + OpenGL). ie. accessiable 2. Some of the file formats are badly specified, so we (currently me) are working on loading the original lwo and lws files of LRR. I have already found some information, however some points are a little unclear (http://www.martinreddy.net/gfx/3d/LWOB.txt and http://fileformats.archiveteam.org/wiki/LightWave_Object) For example the paths for the textures in the lwo files: "\\Mother\lego\Meshes\Lowpoly\Creatures\slimy_slug\SlugSide.bmp" which do not match the path inside the original wad file. So I would like to know, if anyone knows, how LRR processes these paths. 3. As many of you know, making a big project is hard work, and so, it would be nice to be able to split the work If anyone is interrested in helping, parsing the data, writing the shader, or anything you are experienced with, you can submit here. Lastly: I do not have experience with GitHub or any Version handling service, so I am not quite sure, how this project should be made avaliable for everyone... Hoping for some suggestions [Edit] What I mean by "parsing the data", is parsing the lws, ae, lwo and other types of data used in LRR, into a data container class, to make it accessible for rendering, level construction, etc..
    1 point
  4. lol username

    StuntRally Suite v1.3 - All-in-one modding tool [Now with MDF editing!]

    Lovely! Interesting that the MDFs have comments from the dev who made the last edit. Me too, Dneil. Also, some sort of confirmation when clicking Save ("are you sure?") would be nice. Made the plastic limits really high (ART0001\misc\data\plastic costs.mdf) so you don't have to worry about that while building anymore, yay (though it wasn't usually a problem to begin with unless you were trying to make a track entirely made of loops or something).
    1 point
  5. Here's something to try if you've got a Nvidia graphics card, replace dgVoodo 2.53 with the latest WIP50 version: https://www.rockraidersunited.com/files/dl-r247/
    1 point
  6. Version 1.2 is out! It's a mayor rewrite with an improved user interface and some new tools
    1 point
  7. RocketRacer

    LEGO Island REDUX

    Thank you so much for still updating this project. The island is definitely feeling more and more alive with each update. Good job!
    1 point
  8. miningmanna

    LRR remake project

    I have found the reason for the weird "Z"s: Apparently Lightwave has only onesided faces, however you can set them to to-sided. In this case however, since the "Z"s would be mirrored, each Z is made of 2 surfaces with the character on it, so that turning it 180 degrees doesnt mirror it. There are more instances of this: for example the spade in the toolis store made of a front and a backside, which had Z fighting, since there was no face culling. The jackhammer at the tool store aswell, however it would not be needed. Also the jackhammer textures name has a alpha index, but for some reason it starts with a lower "a" and not a capital "A". There is one more issue with it aswell. The index isnt right. X or Y index doesnt matter, it doesnt fit. Has someone maybe some info on that?
    1 point
  9. lol username

    Ogel Island - Multiplayer RP/Sandbox/Minigame Game

    Easier said than done in Unity, you'd have to roll a custom system for it, including runtime model importing, and probably a simple map format and editor if you want to be comprehensive... Not impossible, just not as trivial as "allowing" it. (I was exploring the idea of including such a thing in my own project at one point, but decided it'd be much less ridiculous to simply open source the project once it reaches a suitable point - less ridiculous for my project at least, as it's more "single player adventure" than "multiplayer sandbox". For something like this it might be worth the effort, but that's OP's call.)
    1 point
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