apemax Posted November 26, 2010 Share Posted November 26, 2010 1: Is it possible to add custom vehicles (without replacing the original one's) and if so how do you add them? 2: Is it possible to add another laser type to LRR? Link to comment Share on other sites More sharing options...
Addictgamer Posted November 26, 2010 Share Posted November 26, 2010 1. Yes, there is a guide. 2. Um...Well..I did...And I think Cirevam did... Link to comment Share on other sites More sharing options...
Cirevam Posted November 26, 2010 Share Posted November 26, 2010 I'm not sure if all of the weapon types are hardcoded. The hand-held beams are for sure, but if you mount them onto a vehicle laser, they act like mining lasers with the damage and ROF properties of the hand-held blasters. It's really weird. I think it's possible to make new weapon types as long as you only mount them on vehicle/building lasers. You could always give it a shot by copying and renaming one of the entries in the WeaponTypes { section, then mounting that weapon type onto the Small Mobile Laser Cutter and seeing what happens. Link to comment Share on other sites More sharing options...
apemax Posted November 27, 2010 Author Share Posted November 27, 2010 1. Yes, there is a guide. 2. Um...Well..I did...And I think Cirevam did... huh... never thought of looking there. thanks. I'm not sure if all of the weapon types are hardcoded. The hand-held beams are for sure, but if you mount them onto a vehicle laser, they act like mining lasers with the damage and ROF properties of the hand-held blasters. It's really weird. I think it's possible to make new weapon types as long as you only mount them on vehicle/building lasers. You could always give it a shot by copying and renaming one of the entries in the WeaponTypes { section, then mounting that weapon type onto the Small Mobile Laser Cutter and seeing what happens. ahh... i'll have to try that at some point. thanks.:) Link to comment Share on other sites More sharing options...
apemax Posted December 17, 2010 Author Share Posted December 17, 2010 so i'm making progress with getting my model in game but i'm not sure of one thing. what files do you actually need to get a model in LRR? obviously you need the .lwo files, the .ae file and the lws files (for the animations) but do you need any of the other files? also when you delete one of the lwo file from a vehicle the game crashes. so is there a way to either make a vehicle from scratch (not copying over any files from any other vehicle) or change what files are needed for the vehicle? if you know what i mean. Link to comment Share on other sites More sharing options...
Addictgamer Posted December 17, 2010 Share Posted December 17, 2010 so i'm making progress with getting my model in game but i'm not sure of one thing. 1. what files do you actually need to get a model in LRR? obviously you need the .lwo files, the .ae file and the lws files (for the animations) but do you need any of the other files? 2. also when you delete one of the lwo file from a vehicle the game crashes. so is there a way to either make a vehicle from scratch (not copying over any files from any other vehicle) or change what files are needed for the vehicle? if you know what i mean. 1. Is this model for an existing object or a new object? If it's a new object, you're gonna need: the LWOs, the LWSs, the ae, the Lego.cfg entries, and possibly textures. I think that's it. 2. Ya, it's possible to create a vehicle from scratch. Although, Cirevam's told me the game acts weird with LWSs created from scratch. All you'd need to change for an existing vehicle, I think, are: The LWOs, possibly textures, and the animations. Link to comment Share on other sites More sharing options...
apemax Posted December 17, 2010 Author Share Posted December 17, 2010 yeah this is for my Mobile Repair Vehicle so for example if i wanted to get rid of the DIGGERBACK.lwo from the Chrome Crusher how would i do that? seeing as just deleting it makes the game crash when loading. Link to comment Share on other sites More sharing options...
Addictgamer Posted December 17, 2010 Share Posted December 17, 2010 You have to remove it from all the LWSs that include it. In this case, some other vehicles might use that file too. So you may need to edit to search through the LWSs of the other vehicles... Of course, I'm not sure. But this is what I've gathered from my modding, and what Cirevam has told me. Link to comment Share on other sites More sharing options...
Amauros Posted December 18, 2010 Share Posted December 18, 2010 so for example if i wanted to get rid of the DIGGERBACK.lwo from the Chrome Crusher how would i do that? seeing as just deleting it makes the game crash when loading. You have to remove it from all the LWSs that include it. In this case, some other vehicles might use that file too. So you may need to edit to search through the LWSs of the other vehicles... Of course, I'm not sure. But this is what I've gathered from my modding, and what Cirevam has told me. If you're deleting an original file, there might be some sharing issues, but I doubt it. Either way, the safest bet would be to edit the LWS and NOT delete the LWO file. Link to comment Share on other sites More sharing options...
Cirevam Posted December 19, 2010 Share Posted December 19, 2010 Sup. What you need to focus on is the LWS. The AE tells the LWS to do things like mounting certain objects. The LWOs by themselves aren't important. Since my brothers are bugging me to go play games with them, I'll give you some general guidelines for creating a "new" vehicle. 1) There's something special within the stock LWS files that is necessary for LRR to use them correctly. A vehicle animation made from scratch will "fall over" into the ground because the game can't figure out where the wheel nulls are, for example. I can show you a screenshot of this if you want, but aLPHA has encountered the same problem. Therefore, always start with a stock vehicle that you want to use as a base and edit the animations from there. I will look more into the specific properties of the stock animations as I become more proficient in Lightwave. 2) If you want to remove something from an animation, check the AE first. The devs tended to attach shared objects to nulls in order to save space (which is silly because there's plenty of room left on the disk). If you want to remove the bucket on the back of the Small Transport Truck, for example, all you have to do is comment out this like: sbucket normal_bucket_null,1 If you remove any associated objects or nulls without removing or commenting that line, the game will crash. As for the DIGGERBACK, there doesn't seem to be an entry for its UpgradeType in the CFG. It's probably just the LWO added directly into the LWS. In this case, you have two options: remove it from every associated LWS, or replace the model with an empty one. If you don't know/can't make one, I'll do it and upload it to the Download Center since it's something that everyone can use. 3) Teleport animations are extremely touchy. Until I get more details on these, just use the stock ones. Link to comment Share on other sites More sharing options...
apemax Posted December 20, 2010 Author Share Posted December 20, 2010 ok then. thanks for all the info. yeah if you could make a empty model that would be great as i don't know how to. Link to comment Share on other sites More sharing options...
Cirevam Posted December 22, 2010 Share Posted December 22, 2010 Here's your empty object. Attached is what the Chrome Crusher looks like without HOLLOWBACK.lwo. http://oresome.rockraidersunited.com/download/358 Link to comment Share on other sites More sharing options...
aLPHA Posted December 22, 2010 Share Posted December 22, 2010 We need and explanation somewhere on how lasers work. My [abandon] BlackLightwave could have had a remodeled laser shot as a sonic destabilization weapon. We have 1 RR developer here, we need more! Link to comment Share on other sites More sharing options...
apemax Posted December 22, 2010 Author Share Posted December 22, 2010 ok thanks Cirevam. another question: how do you change where the wheels are? because in game the wheels are not aligned right. the left side is ok but the right wheels are to for to the right. Link to comment Share on other sites More sharing options...
Cirevam Posted December 22, 2010 Share Posted December 22, 2010 You have to use Lightwave to change the position of the wheel nulls. Another option is shifting the wheel model off-center so it moves the left and right wheels a little to the left. That's a clunky solution, but it will work. Link to comment Share on other sites More sharing options...
apemax Posted January 14, 2011 Author Share Posted January 14, 2011 right. so what exactly are nulls? are they actual objects or are they something else? because when trying to get a model in the game (the wheels of the small digger) there was the actual wheel model and there was a smaller square there too. so is that something related to nulls or not? Link to comment Share on other sites More sharing options...
Cirevam Posted January 14, 2011 Share Posted January 14, 2011 Nulls are ways to specify the position of something in an animation without loading the model into the animation directly. This allows for some dynamic stuff to happen, like vehicle upgrades. Wheels are typically not included as part of the model or animation in many games, but are added onto the vehicles using nulls, nodes, or other such things, because they have to react to the ground in ways that the vehicle body does not. Anyways, you can't see nulls since they're not objects. They're just position holders. Link to comment Share on other sites More sharing options...
apemax Posted January 15, 2011 Author Share Posted January 15, 2011 right so is the only way to move nulls is to use lightwave? Link to comment Share on other sites More sharing options...
Cirevam Posted January 15, 2011 Share Posted January 15, 2011 If you want to experiment, you can open an LWS in Notepad and edit values from there and it will work, but none of the coordinate values are very intuitive. For the most part, you'll need Lightwave. Link to comment Share on other sites More sharing options...
apemax Posted January 26, 2011 Author Share Posted January 26, 2011 Right. So do you know what all the numbers mean? Like this for a example: AddNullObject dummyTYRE_NULL1.lwo ShowObject 8 7 ObjectMotion (unnamed) 9 2 -19 1.000002 -0.699999 0 0 0 1 1 1 0 0 0 0 0 -19 1.000002 -0.699999 0 0 0 1 1 1 30 0 0 0 0 EndBehavior 1 LockedChannels 6 ParentObject 5 ShadowOptions 7 I thought i'd ask before trying to figure this out. Link to comment Share on other sites More sharing options...
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