McJobless Posted February 14, 2013 Share Posted February 14, 2013 It's getting better and better all the time! Link to comment Share on other sites More sharing options...
MrBeingcool Posted February 27, 2013 Share Posted February 27, 2013 I have a couple of questions, and im sorry if i ask too many questions that i need the answer from, i need to know: - How you change the Rock theme to Lava or Ice - How you load existing levels(such like Rocky Horror and Back To Basics, those are some of the original levels) - How you make an own made level go with the map view If im not clear enough, just say so. I'll try to talk good and clear. Link to comment Share on other sites More sharing options...
alan Posted February 27, 2013 Share Posted February 27, 2013 On 2/27/2013 at 1:59 PM, MrBeingcool said: How you change the Rock theme to Lava or Ice The Map Editor is always shown in ROCK Style. You change the style in the LEGO.cfg when you create your own level. There are some lines in the level section that say the Rockfall-Style, the emerging creatures and the textures of the level. Behind those, there's either "ROCK", "LAVA" or "ICE" to set the level textures. On 2/27/2013 at 1:59 PM, MrBeingcool said: How you load existing levels(such like Rocky Horror and Back To Basics, those are some of the original levels) Click on 'open' and then go to 'import'. There you click on either "From Folder" or on "Original Game Map". I recommend you to use the first one because you don't have to import the map-files manually. So you click on "From Folder" and then you browse to the directory of your LRR folders (you should have already extracted the WAD files). Go to the folder LegoRR0/Levels/GameLevels (WAD method) or to Data/Levels/GameLevels (DATA method) and select the desired level folder. On 2/27/2013 at 1:59 PM, MrBeingcool said: How you make an own made level go with the map view That is impossible with the Map Editor yet. Link to comment Share on other sites More sharing options...
Cirevam Posted February 28, 2013 Share Posted February 28, 2013 Cyrem ought to tie his Map Preview Tool into the Map Creator. That would be super useful when making heightmaps. alan and McJobless 2 Link to comment Share on other sites More sharing options...
MrBeingcool Posted February 28, 2013 Share Posted February 28, 2013 On 2/27/2013 at 5:35 PM, alan said: How you change the Rock theme to Lava or Ice The Map Editor is always shown in ROCK Style. You change the style in the LEGO.cfg when you create your own level. There are some lines in the level section that say the Rockfall-Style, the emerging creatures and the textures of the level. Behind those, there's either "ROCK", "LAVA" or "ICE" to set the level textures. I dont have the LEGO.cfg file. Link to comment Share on other sites More sharing options...
MCHover Posted February 28, 2013 Share Posted February 28, 2013 On 2/28/2013 at 4:33 PM, MrBeingcool said: I dont have the LEGO.cfg file.Have you extracted your wads? If not, go here: http://www.rockraidersunited.org/topic/3594-beginners-guide-to-modding-rock-raiders/ Link to comment Share on other sites More sharing options...
Jimbob Posted March 1, 2013 Share Posted March 1, 2013 Well this tool has certainly improved since I last used it, well done Cyrem! However I started making a large map, and half way through realised I should probably save what I've done so far, but I saved it Map Creator closed itself down. I thought this may be intentional, and a map file was created (at 64KB or something, so it contained data), so opened Map Creator again and loaded the .mcm file I just saved, but it closed again. So I thought this might be because I was running it on XP but the same happens on my 64-bit Windows 7 Is this an issue you know of or am I doing something wrong? Link to comment Share on other sites More sharing options...
Cyrem Posted March 1, 2013 Author Share Posted March 1, 2013 On 3/1/2013 at 12:18 PM, JimbobJeffers said: Well this tool has certainly improved since I last used it, well done Cyrem! However I started making a large map, and half way through realised I should probably save what I've done so far, but I saved it Map Creator closed itself down. I thought this may be intentional, and a map file was created (at 64KB or something, so it contained data), so opened Map Creator again and loaded the .mcm file I just saved, but it closed again. So I thought this might be because I was running it on XP but the same happens on my 64-bit Windows 7 Is this an issue you know of or am I doing something wrong? Send me the file you saved. Link to comment Share on other sites More sharing options...
MrBeingcool Posted March 1, 2013 Share Posted March 1, 2013 On 2/28/2013 at 4:47 PM, MCHover said: I dont have the LEGO.cfg file. Have you extracted your wads? If not, go here: http://www.rockraidersunited.org/topic/3594-beginners-guide-to-modding-rock-raiders/ I (finally)extracted the WAD Files, and i just need to figure out how to change the theme itself, since i'm a newbie in these kind of things... Link to comment Share on other sites More sharing options...
alan Posted March 2, 2013 Share Posted March 2, 2013 Haven't I told you where to look and what to do? Open Lego.cfg Go to the level's section very far at the bottom (about line 3333, just activate the status bar and deactivate line break). At first you will see something like: Tutorial02 { FullName 2._xxxxxxxxx ... ... } Tutorial03 { FullName 3._xxxxxxxxxx ... ... } These are the tutorial levels. After those (so after Tutorial08) the actual levels (25) are listed, starting with Level01 { FullName Driller_Night ... } Between those brackets ( "{" and "}" ) there are the settings of the level, so also the style of textures. Let's take the first level (Driller_Night) and transform it to a lava level. To do so, look between the { and } brackets after Level01. You will see another section in the first level that is called ;;;;; SURFACE TYPE ;;;;; Below that you can see BoulderAnimation ROCK MenuBMP xxxxxxxx... (not important for that) TextureSet Textures::Rock RockFallStyle Rock EmergeCreature RockMonster Now change it to: BoulderAnimation LAVA MenuBMP xxxxxxxx... (not important for that) TextureSet Textures::LAVA RockFallStyle LAVA EmergeCreature LAVAMonster Then: Save the cfg and recompile the WAD (WAD method) or ignore that and start the game (DATA method). Can you follow me now? Link to comment Share on other sites More sharing options...
Jimbob Posted March 2, 2013 Share Posted March 2, 2013 On 3/2/2013 at 9:37 AM, alan said: Can you follow me now? Come on, there's no need for that To me this suggests the people who are more experienced with Rock Raiders modding haven't made it clear enough? Like Cyrem said in that discussion topic a little while back, it can seem like there are the people who know how to do things and the people who don't, and the do's need to see things from the don't's' (have I arranged the apostrophes correctly?) point of view. Unless I've interpreted that wrong, in which case I apologise, text-based talk can be difficult to interpret Link to comment Share on other sites More sharing options...
MrBeingcool Posted March 2, 2013 Share Posted March 2, 2013 On 3/2/2013 at 9:37 AM, alan said: Haven't I told you where to look and what to do? Open Lego.cfg Go to the level's section very far at the bottom (about line 3333, just activate the status bar and deactivate line break). At first you will see something like: Tutorial02 { FullName 2._xxxxxxxxx ... ... } Tutorial03 { FullName 3._xxxxxxxxxx ... ... } These are the tutorial levels. After those (so after Tutorial08) the actual levels (25) are listed, starting with Level01 { FullName Driller_Night ... } Between those brackets ( "{" and "}" ) there are the settings of the level, so also the style of textures. Let's take the first level (Driller_Night) and transform it to a lava level. To do so, look between the { and } brackets after Level01. You will see another section in the first level that is called ;;;;; SURFACE TYPE ;;;;; Below that you can see BoulderAnimation ROCK MenuBMP xxxxxxxx... (not important for that) TextureSet Textures::Rock RockFallStyle Rock EmergeCreature RockMonster Now change it to: BoulderAnimation LAVA MenuBMP xxxxxxxx... (not important for that) TextureSet Textures::LAVA RockFallStyle LAVA EmergeCreature LAVAMonster Then: Save the cfg and recompile the WAD (WAD method) or ignore that and start the game (DATA method). Can you follow me now? Now im beginning to understand, but are you talking about the original levels, or is this a tutorial for changing the style of your OWN level? Link to comment Share on other sites More sharing options...
Cyrem Posted March 2, 2013 Author Share Posted March 2, 2013 On 3/2/2013 at 11:40 AM, MrBeingcool said: Now im beginning to understand, but are you talking about the original levels, or is this a tutorial for changing the style of your OWN level? You can do this change to any level, original or custom. Link to comment Share on other sites More sharing options...
alan Posted March 2, 2013 Share Posted March 2, 2013 I just wanted to make it more clearly with an already existing level as example. Link to comment Share on other sites More sharing options...
The Soleutator Posted March 3, 2013 Share Posted March 3, 2013 Quick question (I hope this is the right place): How would you spawn a vehicle with a rock raider already in it? Link to comment Share on other sites More sharing options...
Lair Posted March 3, 2013 Share Posted March 3, 2013 In the OL file, you need to set it so that the Raider is driving Object(number), the number being the one that is the vehicle. Link to comment Share on other sites More sharing options...
Cirevam Posted March 3, 2013 Share Posted March 3, 2013 You have to do this: Object2 { type Hoverboard xPos 8.578496 yPos 28.591185 heading 348.541010 } Object3 { type Pilot xPos 8.578496 yPos 28.591185 heading 348.541010 driving Object2 } What we're doing is placing the Rock Raider (Pilot) directly on top of the Hover Scout (Hoverboard) and make sure both are pointing in the same direction (heading). Then we say that the Rock Raider is driving the Hover Scout with the "driving Object2" line. You cannot do this directly in the Map Creator. It must be done in the map's OL file after the level is created. Hint for a new feature, Cyrem... Retsnom Kcor and aidenpons 2 Link to comment Share on other sites More sharing options...
The Soleutator Posted March 4, 2013 Share Posted March 4, 2013 On 3/3/2013 at 9:48 PM, Cirevam said: You have to do this: Object2 { type Hoverboard xPos 8.578496 yPos 28.591185 heading 348.541010 } Object3 { type Pilot xPos 8.578496 yPos 28.591185 heading 348.541010 driving Object2 } What we're doing is placing the Rock Raider (Pilot) directly on top of the Hover Scout (Hoverboard) and make sure both are pointing in the same direction (heading). Then we say that the Rock Raider is driving the Hover Scout with the "driving Object2" line. You cannot do this directly in the Map Creator. It must be done in the map's OL file after the level is created. Hint for a new feature, Cyrem... Well that's easier than I thought it'd be. Thanks. Link to comment Share on other sites More sharing options...
jjakeLRC2 Posted April 27, 2013 Share Posted April 27, 2013 Could you add a feature that allows water to erode (or flood)? Link to comment Share on other sites More sharing options...
Cyrem Posted April 27, 2013 Author Share Posted April 27, 2013 On 4/27/2013 at 12:26 PM, jjakeLRC2 said: Could you add a feature that allows water to erode (or flood)? Unfortunately the only way to make flooding is to replace lava with water textures. DDI only gave lava the ability to erode. Link to comment Share on other sites More sharing options...
Tracker Posted April 27, 2013 Share Posted April 27, 2013 Act On 4/27/2013 at 12:50 PM, Cyrem said: Could you add a feature that allows water to erode (or flood)? Unfortunately the only way to make flooding is to replace lava with water textures. DDI only gave lava the ability to erode. Actually I think you can with Cafeteria by having it read an extra map file and cfg entry as a special comment. The in game erosion can be done by changing the values of the surface map under the engine's nose. Link to comment Share on other sites More sharing options...
Lair Posted June 9, 2013 Share Posted June 9, 2013 Wait what how long has this not been dead? HOLY BRICK EROSION WORKS NOW? Link to comment Share on other sites More sharing options...
Hammerkraft Posted June 11, 2013 Share Posted June 11, 2013 Really thank you! I search for something like this a lot of years. And now I found it. So, but now: Edit! Hammerkraft Link to comment Share on other sites More sharing options...
alan Posted August 2, 2013 Share Posted August 2, 2013 I know I already mentioned this, but it would be a great feature to this tool: Could you please, if you have time and if this even works, add a function that you can edit the size of your maps? And maybe, if that works, that you can choose the side where the added space to be attached at the 'original' size? That would make editing your own maps (for improvements, changes, ...) much easier! Thank you Cirevam 1 Link to comment Share on other sites More sharing options...
truckstoppers Posted August 12, 2013 Share Posted August 12, 2013 how can one use this, if there is no manual to help those who have great difficulty learning (ie, me)? Link to comment Share on other sites More sharing options...
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