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Showing content with the highest reputation on 08/31/2019 in all areas

  1. Sunchipp

    Knight Rider (KITT)

    The Car From Knight Rider Now Has Made Its Way Into LR2!
    1 point
  2. dorpz

    High(ish) resolution LR2 weapon icons for avatars and such

    I recently posted a texture pack for Lego Racers 2 where I upscaled all the textures in the game, I really liked the way the weapon icons came out and decided to use the Bloodhound one for my forum avatar. I hope someone else can also find a use for these icons! They could probably use cleaning up a little bit but hey, who has time for that right? They don't look anywhere near as crunchy when used as an avatar.
    1 point
  3. Sunchipp

    High(ish) resolution LR2 weapon icons for avatars and such

    these are pretty good
    1 point
  4. ShadowDraikana

    Blue Crystal Cutscene Render

    From the album: Slug's Gallery

    This image is taken from a commercial for the PS1 version of LEGO Rock Raiders.
    1 point
  5. Nice, thanks for the clarifications! I'll edit those in at some point in time. Yeah, that's a much better explanation that what I gave XD Ah yes, I remember your post. A little testing later, turns out I don't need to define an activity for Drill or Clear in order to drill or clear rubble. I'm not sure which activity it defaults to for the animation - it's either Stand (idle) or Route (move). Certainly for Carry it defaults for Move. In that case, it's determined by the .cfg and whether you specify ClearRubble as well as WhateverDrillTime. I also discovered something similar with monsters. Adding Activity_Gather automatically adds all the Rock Monster AI (compare with Small Spiders or Bats): all of it. Sleep, wake up, smash buildings, try and make rocks, go into walls, and presumably come out of walls. The rock functionality is a little silly due to no Carry nulls being specified - so they go to glitchily make a rock (which doesn't succeed) and then go off to smash a building in melee. (A monster that doesn't sleep should be possible by specifying an insanely large WakeRadius in the .cfg, so it wakes up automatically) One more thing I didn't mention: deposit nulls. These are needed if you want vehicles that can carry resources. They seem to specify the position where the unit goes after it drops something off in the Power Station or the Ore Refinery. I seem to have good results with a deposit null that looks like this: AddNullObject DEPOSIT_NULL ShowObject 9 7 ObjectMotion (unnamed) 9 2 -8 0 2 0 0 0 1 1 1 0 0 0 0 0 -8 0 2 0 0 0 1 1 1 27 0 0 0 0 EndBehavior 1 LockedChannels 3 ParentObject 23 ShadowOptions 7 The co-ordinates are probably the most important part: off to the side and forward a bit. Specify a deposit null incorrectly - not sure what 'incorrectly' means - and when dropping stuff off in the Ore Refinery / Power Station, the vehicle will freeze. You can get it out of this state by going into 1st person mode, driving around, and then giving it another order or two. I saw this bug once in vanilla LRR, oddly.
    1 point
  6. Lorin

    High Quality LEGO Island Music - downloads!

    Lego Island 1 Music production memories: I was the guy they pulled in to overlook the music for the product, though Wes Jenkins, Kyle Bogertman and various Mindscape management people were way over my head. I picked some and supplied some, and resources were tapped that were beyond my choosing. At that time, I lived in Sausalito, CA on a houseboat that contained my studio, a nice deck and the usual necessary rooms. Wes and Kyle lived in San Francisco on Van Ness at the time, so the Golden Gate Bridge was between them and me. Most of the work that I did myself was done alone on my houseboat. Flying Rhino Studios was where we recorded musical additions, voice parts and did most of the audio mastering. We had regularly scheduled meetings at Wes and Kyle's place to discuss game details, musical submissions, etc. During those meetings, we usually listened to music submissions, played with large Lego sets while building the world. And drinking beer. When we needed to refine some of my submissions, Wes and Kyle and occasionally other players would visit my place where I'd edit the music to match lyrical content they'd come up with. And we drank beer. At the time, in the world of computer-based video games, we were doing stuff that was considered to be impossible. Hah. It was not a fast process. We couldn't share audio files online at all, everyone who played together or sang had to get together at "real life" locations. At one point, I had encouraged Wes and Kyle to join me to see "Polkacide" live, because they were insane. We went, we saw and heard, we got pummeled in the polka-crazed mosh pit (while chugging beer) and decided that they should definitely be included. They were included. While I did the majority of the synth/sampler-type music, I wasn't the only one who got on the project. A few other excellent composers and players got onto the project. I won't name any names because no matter how many I mention, some might be overlooked. Everyone involved did creative original musical work. There were times when some great and highly amusing musical pieces had to be dropped, having been deemed inappropriate for children of the age in the demographic the game was intended to serve. But some of it has gotten out anyway, and since the kids who grew up with the game are now adults, who cares? I will say that even though it didn't work out for any of us financially in the end, the creation process involved in that game was exceptionally detail-oriented along with being just lots of fun to have worked on. The whole group involved in that project (and others) later joined together to record bi-weekly comedy radio broadcasts as "Radio Shorts". That was aimed at an older demographic target audience, so it got considerably more "blue" at that time. It was an exceptional time with the merging of exceptional people who all just wanted to do their part and have fun. And that's what we did. Lorin
    1 point
  7. Jimbob

    LEGO Racers Diorama

    Full 4K PNG downloadable here. David Roysk is my artist name, kudos to anyone who can guess how I came up with it. This is my entry for the LR competition! Credits for the decals are in the link above. The aim was to make something that looked like a photo a kid might have taken with his toys, of course using photo-manipulation wizardry to get Rob-N-Hood floating haha. I'm not skilled enough to achieve photorealism yet but I think I did an okay job. I used procedural textures for some of the stuff which was a fun technique to experiment with. The ground was partly sculpted and I think I could have done much better with it, but I'd already spent many hours over a couple of weeks and at some point you have to call it a day! Rob-N-Hood was chosen as he was one of my favourite characters in the game, and that was totally not because green is my favourite colour or anything. Captain Redbeard in the Small Transport Truck is a reference to a mod I made which took a ridiculous amount of time to make. Rocket Racer is there because of course he has to be, the ultimate boss and an epic dude too! Racey Hazey is the racer my mum would use when I was a little, and has a (true) story to go with her: Thanks for taking the time to check out my entry! I had an awesome time making it.
    1 point
  8. RacerRabbit

    LEGO Racers 2019 Collection

    The following creations were built to commemorate the 20th anniversary of the 1999 Lego Racers computer game. Pieces new and old have come together to form these newly revised versions of the 8 boss cars. Please enjoy! 1) Captain Redbeard As you can see, Captain Redbeard's new ride uses the microbuild of his ship from set #40290 as a base fo this off-road beast of a racer. But it still retains the large exhausts and rear mounted pirate flag from his original car. The sails make this the tallest vehicle in the collection so far. . 2) King Kahuka King Kahuka's new ride is an improvement over the original. The wheels in the game's intro are yellow while in-game, they're white so the wheels on this new version is both yellow and white. The car retains such details as the spears on the front, the horns on the front and of course, the stone head motif on the back. With added exhaust pipes and a "Bone Bumper" on the front. 3) Basil The Batlord Basil's new ride is a much more powerful looking version of his old car with a larger than life engine. I even used some older Technic wheels on the back. They were looking kinda redundant in my collection and I thought they matched the front wheels nicely so I put them to use. I also really wanted to use these dragon wing pieces on this car and I thought the rear spoiler was the perfect use for them. The old black jet engine piece has been extended by 2 grooved 2x2 round cylinder bricks. 4) Johnny Thunder A major improvement over the original. Making good use of new mudguards and Speed Champions wheels. Includes the old Adventurers printed numberplate piece on both the front and rear. Those jet exhausts make this thing look mighty. And this isn't the only car in the collection to use them. Even the front makes the car look chunky and rugged. Also includes indicators. As if you need them on the racetrack.... 5) Baron Von Barron Now, this one is completely different from the large jeep he drives in the first game. Instead, Baron Von Barron's new racer takes inspiration from set #5920 Island Racer that the Baron drives in the 2nd game and an old fighter plane. The plane inspiration continues around the back. And look at those exhausts... The propeller is powered by the engine but luckily, the car doesn't take off. That'd result in instant disqualification! 6) Gypsy Moth The veteran pilot of the alien Insectoids gets a truly outrageous car inspired by the Insectoids theme itself. With 6 wheels, pincers at the front and a cybernetic abdomen, Gypsy Moth's new racer looks more like an ant than a car. And still has the exhaust at the back like the original car. 7) Rocket Racer Rocket Racer's revamped car is a brilliant new design that echoes the original. Speed Champions wheels and a slighlty forward leaning stance makes this supercar sleek and eye-catching. The windshield is on 4 jumper plates to make sure it doesn't look too far forward or back. Also notice that the Rocket Racer minifigure is custom printed by Minifigs.me. It may have cost a packet but boy, the fit and finish is superb! ? Veronica Voltage Veronica Voltage's new car is basically a big improvement over the original. Much smoother than the old car. Also, exhaust pipes. For aggression. The wide tyres complete the look of the rear. The front headlights on the original are made up of rare chrome silver pieces. This new one uses a much easier and cost efficient method. Like Rocket Racer, Veronica Voltage is a custom printed minifigure courtesy of Minifigs.me. So, what do you guys think of this lot?
    1 point
  9. Ben24x7

    On the first day of RRU...

    I think some people still play forum games, it's just that due to the lack of interesting activity on RRU (aside from modding, game support topics and occasional news articles) the people who normally play forum games have become less active (either that, or they were the last person to respond to a forum game and are eagerly awaiting for other members to reply before jumping back into the game without having to "double post"). Sometimes we get lucky and a new/returning member comes across an old forum game, replies to it, and activity for that game spikes for a day or two, but for the most part "forum games" are pretty inactive these days (not "dead", just waiting for members to update them/keep the topics going).
    0 points
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