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  1. tfishell

    tfishell

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  2. JimbobJeffers

    JimbobJeffers

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  3. Jessietail

    Jessietail

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  4. Cyrem

    Cyrem

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Popular Content

Showing most liked content since 11/17/2017 in all areas

  1. 16 points
    So, while this site was down, for LEGO Island's 20th anniversary (Oct. 2) I tried to organize a Reddit AMA with people who worked on the game, as many as I could contact and would be interested. I got in touch with a number of people, ~12-16 iirc. Unfortunately, the AMA ultimately never materialized, mostly because an AMA requires verification, and I didn't know how that could happen for such an old game. (Then the r/games mods got peeved at me for being overenthusiastic, basically saying I'll never be able to try to do any AMA there again.) And during that time, Wes Jenkins passed away (about a week from LI's 20th anniversary original release date, iirc), which basically sealed the "not gonna happen" deal. However, as a result of my contact, one of the animators wrote up an interesting article on his time working on the game (he emailed it to me, and I saved it in this document just now) - https://docs.google.com/document/d/1chL_iGfo-h559vnR6ds_ZDnLWicZ48RYxFlf1wmV2aE/edit?usp=sharing EDIT: Talked to Kathleen "Brick-by-Brick" Salvia, very nice lady.
  2. 12 points
    Ooh this is a neat idea. Loving the artwork @Ben24x7 and @MineTimelapser, I'm always looking for more backgrounds! Here's my submission that I cooked up in a couple of hours, it's rough but sadly I'm rather short on time at the moment. I Think I'm Gonna Need a Bigger Truck Inspiration... I like Chief, I like energy crystals, and I've wanted to make a cavern scene using actual LRR textures for a long time now. I also thought it would be a nice opportunity to try out some surface wear textures. Originally I'd intended to make a team photo, but as far as I can tell LDraw doesn't have Jet's helmet (needed to import into Blender) so I came up with this idea instead. Original 4K PNG can be sent to ya if you want it Lord merCy.
  3. 8 points
    Well, I'm not sure if its too late for me to post this, and it likely doesn't fit the criteria (of looking like an LRR poster), but I think I'll post this for fun anyway: "Sea of... *idle* " This one is a recreation of an old Garry's mod menu background, albeit with a crowd of idling Rock Raiders (their faces based on Arthuriel's "Insane Raiders" portrayal of Rock Raiders going into "Idle Mode"). So... yeah, not as serious as my first entry, but it was fun to make.
  4. 7 points
    Here we go again folks. After making this post when I discovered my copy of LEGO Stunt Rally did not contain all the command-line parameters mentioned by @TykeDean, I went tracking down this elusive other copy of LEGO Stunt Rally that contained more parameters. I managed to find it, and I've tried to write out all the file differences I found as best as I could. I think the gameplay is the same otherwise. Executables _msr.exe: The 0.3.5.1 version is dated Monday, August 21, 2000, 8:40:10 AM, is 1,785,913 bytes, and is signed as version 0.3.5.1, "Copyright © 2000 Intelligent Games Ltd". The 0.3.8.1 versionis dated Friday, October 06, 2000, 9:12:32 AM, is 1,785,913 bytes, and is signed as version 0.3.8.1, "Copyright © 2000 Intelligent Games Ltd". The Russian version is dated Monday, June 04, 2001, and is 1,658,880 bytes. It uses all the same parameters. Though I'm not entirely sure what they all do yet, all of the following command-line parameters should work with the 0.3.5.1 version of _msr: /ALLAI /CDIN /DEBUGINFO /FILES /FREEFORM /FROMLAUNCHER /IGTEST /LOAD_TEXT /NORES /NOINTROVIDEO /RES_FILES /WINDOWED /XAFTOXBF The 0.3.8.1 version of _msr can only use these parameters: /FILES /FREEFORM /FROMLAUNCHER /IGTEST /NOINTROVIDEO /XAFTOXBF StuntRally.exe/Setup.exe: The 0.3.5.1 version is from Thursday, August 17, 2000, 8:00:22 AM, is 409,600 bytes, and is signed as version 0.3.1.1, "Copyright (C) 1999". The 0.3.8.1 version is from Wednesday, September 13, 2000, 5:56:34 AM, is 421,888 bytes, and is signed as version 0.3.7.9, "Copyright (C) 1999". Installed files But wait! That's far from all that's different between these games. A good deal of files were removed or altered between the two versions of the game: For starters, 0.3.5.1 is the version of the game that has the credits sequence tacked onto the end of the outro video. That version of the outro was created August 17, 2000, while the FMV without the credits was created August 30. The elusiveness of the credits sequence leads me to believe 0.3.5.1 is probably the rarer version of the game. In version 0.3.5.1, the MIDI files of George Stone's "Trip Through the Grand Canyon" and Yello's "Oh Yeah" that can be found with the direct music files in ART0001.RFD are sitting uncompressed in the folder called art\music. They're still also in the archive file though. The folders for the direct music files are also in art\music here, but are all empty. A bunch of empty folders are also in art\frontend. These aren't here in the CAB data, so it must be something left over in the installer that was removed in 0.3.8.1. ART0001.RF: The 0.3.5.1 version of ART0001.RFD is from Wednesday, August 16, 2000, 10:55:08 PM, and is 78,815,447 bytes. The 0.3.5.1 version of ART0001.RFH is from Wednesday, August 16, 2000, 10:55:08 PM, is 298,924 bytes, and links to 2793 files. The 0.3.8.1 version of ART0001.RFD is from Monday, September 11, 2000, 10:50:50 AM, and is 63,618,752 bytes. The 0.3.8.1 version of ART0001.RFH is from Monday, September 11, 2000, 10:50:50 AM, is 151,112 bytes, and links to 2793 files. Why the big size difference but no file difference? Well, for some reason, with version 0.3.5.1, if I extract the game data directly from the CAB files, the ART files are dated 4:55 PM instead of 10:55, and even though the content of all files is completely identical, extracting the CAB-extracted RFD file will dump out 5303 files. I have no idea why the RF Tool treats these two archives totally different just because one was extracted while the other was installed, and the RF files from the 0.3.8.1 version don't act like this. A number of strange things extract from the 0.3.5.1 cab-extracted ART RF file. Most of the extra files seem to be .txt versions of already-existing files, and redundant audio files. In aidata, there are txt files for the car AI alongside bin files that are used in the final game. Bluemon.txt (presumably Glacia's car?) contains this: While Bluemon.bin is not human-readable: Maybe this is another situation like the unused NRM/NRN files in Rock Raiders that were used to create the final NPL files that the game uses. Oddly, according to these files, Mr. X isn't actually faster than the other bosses, he just has faster "reflex", more rubber-banding, and higher "intelligence" whatever that means, so I don't know. Again though, why I can only access these files if I rip the RF file directly from the CAB instead of installing it, I have absolutely no idea. If they are related though, maybe they could help us figure out how to edit the AI files. There's a new folder "Sounds", which seems to just contain a lot of the same stuff from the SPEECH RF file. In this extraction, it's all in Dutch for some reason. Same thing happens when I extract SPEECH directly from the CAB of either version - now that I think about it, I'm not exactly sure how installers handle language files, but I guess that has to do with a lot of this stuff acting differently. There's also a new folder called "text", which mostly seems to contain short .txt files that each have a single bit of interface text in them. Not sure what it was replaced with, but nothing really interesting here, aside from some planned bio texts for the racers. Most of them just contain "placeholder" with a driver's name below that, but two of them actually have more stuff written in them (The first one is the file for Baron Flambo): Finally, there's a worlds folder that seems to contain textures for all the roads and scenery, as well as their sprites for the construction zone. I don't see how this would be unused though, where else would this stuff be stored? I don't know where the used textures are located, so if anyone else is familiar with the file structure of Stunt Rally please help out - if they aren't anywhere normally then somethings up and the RF Tool isn't perfected, if they are then maybe I'm just unobservant lmao. SPEECH0001.RF: The 0.3.5.1 version of SPEECH0001.RFD is from Wednesday, August 16, 2000, 4:48:06 PM, and is 9,698,913 bytes. The 0.3.5.1 version of SPEECH0001.RFH is from Wednesday, August 16, 2000, 4:48:06 PM, is 8,508 bytes, and links to 156 files. The 0.3.8.1 version of SPEECH0001.RFD is from Friday, September 8, 2000, 1:43:32 PM, and is 9,698,317 bytes. The 0.3.8.1 version of SPEECH0001.RFH is from Friday, September 8, 2000, 1:43:32 PM, is 8,508 bytes, and links to 156 files. The only difference I can find is with the the "congratulations, world champion" line that plays over the outro. In 3.5.1, the audio clip starts at the same time as the video does, and contains silence for the time until he starts speaking. In 3.8.1, the audio clip only contains his line with no silence at the beginning. Presumably they changed the audio syncing code to be a little fancier, so they could save a full half-kilobyte of storage space. Demo executables Finally, I checked the Eidos Interactive Japanese demo of the game, as well as one of the English demos - I'm not sure if there's only one version of that though. The Japanese demo version renames _msr.exe to LegoSRally.exe. This version is dated Friday, January 12, 2001, 5:49:18 PM, is a larger 2,039,808 bytes, and is signed as version 0.3.8.1, "Copyright © 2000 Intelligent Games Ltd" (and strangely still claims its language is UK English). The following parameters work with this version of the game: /FILES /FREEFORM /FROMLAUNCHER /IGTEST /NOINTROVIDEO /NORES /RES_FILES Unlike the English 0.3.8.1, it's missing /XAFTOXBF and now has /RES_FILES and /NORES included from the former 0.3.5.1 version. Unfortunately, I don't know if the main Japanese version is like this, nor do I know what the Russian and Hebrew versions of this game are like. If anyone has or finds those please let me know. The English demo that I have seems to rename "moto.exe" to StuntRally.exe. This version is dated [I forgot lol], is 1,785,918 bytes, and is signed as version 0.4.0.7. Only the following parameters work with it: /FREEFORM /FROMLAUNCHER I don't know what release versions of the game corresponds to what version of the game files. My 0.3.8.1 copy seems to be an original release version by LEGO Media International, IB2G-STUFRS 2298851, might've come in a big box but it was just the case when I got it. I don't know what region it's from, the back of the case has the LMI copyright in French first, then English below it, and both full versions have a bunch of European languages available in the installer but default to English. I'm not sure how to check the exact region formatting - maybe it's from Canada? I guess if any of you have Stunt Rally, try to find which version of the files you have, the one with credits and parameters or the one without credits and few parameters (or any other ones that might be out there like the 0.4.0.7 that the en-demo uses), and what release of the game yours is if you can tell.
  5. 7 points
    Found some time to make one as well! I tried making something fitting the dark & mysterious vibe without it being too stylized. Hope you like it! This is 'The Headquarters'
  6. 6 points
    Sorry for reviving an old topic, but I have something to share. Because this mod was made before Cafeteria was even launched and after that there wasn't a patch created for this mod, I decided to make one! For those people who just want to avoid some headaches with installing this mod (like I did), this is definitely going to help. I created this patch without permission from Cyrem, but the patch is still credited with his nickname. I didn't even put my name in the description, because I don't care about publicity. I just want other people to not mess around with LLR files if they don't want to. Grab it here and enjoy.
  7. 4 points
    Competition Winner! @JimbobJeffers For your awesome entry: "I Think I'm Gonna Need a Bigger Truck". Your background captured the old feel of the game, which the staff really liked as well as the attention to detail on Chief's texture finishing was noticed too. Well done! Send me your 4k version. Honourable Mentions Well done to @Ben24x7 and @MineTimelapser for your entries to the competition. All 3 of your backgrounds were great and honestly picking a winner was a hard choice as each had its own style and did it well. Ben24x7, your choice of an animated styling is nothing short of amazing. With the special effects and minifig emotions gives it a feel like it's a scene right out of a short movie. Would love to see more in that style! MineTimeLapser, your background captures the original LEGO set perfectly adding a layer of dark moody mystery, a great choice! No doubt however people have downloaded all of these for their personal backgrounds for their pc or the like, including myself because they're all such high-quality. Well done everyone! - P.S Keep an eye out for another competition soon.
  8. 4 points
    Hello there, members of Rock Raiders United! I'm TheMikirog. Who am I? I'm almost 18 years old at the time of writing this. I live in Poland. My English might not be perfect, but I try my dandest. I'm a character designer. I want to pursue my dreams of becoming a creator of an animated series, on TV or YouTube. I have two highly-detailed story ideas that cropped up in my head that I've been working on for nearly 3 years. I along with my friend both animate. I'm also a composer and a voice actor. I like creating stuff, so in my spare time I try to create animations, but because of the busy life of high-school and upcoming finals, I struggle to find a balance between necessary work and satisfying my inner artist. I guess time will tell. How did I end up here? LEGO Rock Raiders was a great game I played a lot when I was younger. Looking back at it, it has some flaws, but a unique charm that cannot be replicated. Maybe I'm nostalgia blind, I don't know. I stumbled upon this forum and I thought "This game has a fanbase years later? For a game that wasn't really popular to begin with? And they're modding? Sign me in!". I was already pretty familiar with modding. I already added some hats and new weapons to Duck Game and now I have yet another target to practice. My proudest work is BombSquad Joyride Modpack (shameless mod promotion), a mod that adds new powerups, maps and characters into an action-packed party game with plasticine visuals. LEGO Rock Raiders is a game that is being kept alive by very talented people, so I decided to join the party. I might do some patches for the game in the future, who knows? I can't wait to see what cool new mods are going to surface and how far I can push myself into editing this game.
  9. 4 points
    the more reactions we have, the more likely might one day be one of them, which will elevate me to the next plane of being
  10. 3 points
    Why would you even bother using lasers in vanilla LRR?
  11. 3 points
    As promised, here's a single post containing some of my videos, from this summer onwards! This is a TouHou style track I started two years ago right after finishing Champion Battle, but I remade it from scratch with my new composition style. Unlike other tracks inspired by the same source, this one is a full-fledged composition! This one is a rather unusual track for my standards, being more focused on experimental atmosphere and ambience than anything. Melodies are very scattered and are by far the least important element here. This is a pretty basic House track, it's nothing too extreme but it's definitely a refreshing take on such a stale genre! And last, but not least, this is a track I made as an example to show to a game developer who contacted me. I didn't even get to send it to him, so I decided to upload it. It's a JRPG-syle background music with very Japanese-y elements and floaty harmonies. And that's all! Enjoy!
  12. 3 points
    Some people are probably thinking of this as a negative, but I want to reiterate my position from forever ago. The Classic LEGO games were made on the cheap, by small teams in rushed timelines. The technology they used is so severely outdated, and the techniques they would have used would be out of practice by modern standards. Sure, it would be very cool to take a peak inside their codebases and start to understand some of the quirks that these games feature, but outside of gawking at these internals, what else could we really gain? If we really wanted to just rebuild them with modern PC compatibility, even that'd be a daunting task given the fact that we'd have to strip out and replace the very core elements such as the graphics and audio systems (and in some cases, these games were tied to processor cycles or fixed by framerate, and changing those kinds of things can break a lot of the codebase). Not a single one of the Classic LEGO games are particularly difficult to design or implement (they had to be relatively simple, as every studio was rolling their own engine on limited resources), especially given the wonderful Unity and Unreal engines which feature thousands of asset packages that can be used to reimplement systems in seconds. The true difficulty is in the motivation and effort to actually commit to seeing a project through to the end, and that would be just as big a problem, maybe even bigger, if we working out of the original source files given all the complexities involved. Don't look at this as a failure or disappointment. Rather, if you really cared enough to want to bring some life back into these old games, go and download a copy of Unity, Unreal, or whatever engine takes your fancy, and get to work! There really is nothing stopping you from being the first person to successfully, fully rebuild the Classics. Hell, this is even a chance to do things better. Idleness Syndrome in Rock Raiders, the poor handling in Racers, everything to do with Island 2...starting from fresh means you can overcome these problems and more, and possibly integrate a lot of cool new stuff. I imagine this is one of LEGO Legal's biggest concerns; the financials of us taking their old products and spinning them for a profit, and any kind of situation with the products that could find its way in LEGO's lap (for example, if we rebuilt Chess with a bug that deleted files from your HDD, and then some parent starts blaming LEGO even though they take no responsibility for it).
  13. 3 points
    Cyrem you are an absolute legend. Fantastic work on the new forum, layout, re-organisation, and behind-the-scenes work. Especially considering this is all done with your own free time and money, you deserve a great deal of praise for how much you have invested in this community. I hope the new RRU is well-appreciated and continues to grow and thrive. Three cheers for Cyrem!
  14. 2 points
    Hello, RRU! This is my first ever topic, but by no means am I new here. I just haven't had anything worth making a topic about...until now. Without further ado, I want to announce that I have solved the long-standing laser bug in Rock Raiders. I first picked up on this issue while playing Baz's mod. The lasers had a bad tendency to pass through walls and not hit them. Since Axel's mod used the aforementioned mod as a base, the problem carried over. I in turn used Axel's mod as a base and embarked on my own modding adventures. As expected the laser problem persisted, and all attempts to find a solution here came up empty handed. That's when I happened upon @aidenpons mod, Monster's Revenge. To my complete surprise, the lasers functioned correctly. After reaching out to and talking with aiden today, I tried poking around in the cfg file to see if I could find something. In the WeaponTypes {} section, which is where the lasers are stored, I compared side-by-side the information entered in Baz's/Axel's mod vs aidenpons' mod. What jumped out at me was the stark difference in the WeaponRange values: aiden had the BigLazer at 480, while Baz had it at 10,000. First I lowered the value to 3000 and began seeing the lasers make contact with the walls more often. Finally, I lowered the value down into the range in aiden's mod. The result? Lasers now work correctly! aidenpons was able to confirm this. Thanks again to aiden for making his mod; I owe this fix to him. Without the mod I don't know if I would have figured this out! Maximum WeaponRange value: 866.4 That is the highest I was able to set it without seeing a trace of the bug. I did set it higher, but the bug still appears when firing at very specific angles. Can anyone else confirm this?
  15. 2 points
    been a while since things have been posted here, would be cool to see the thread active again!
  16. 2 points
    Welcome! Reviving old topics is totally fine if you have something worth bumping it for, and you certainly do.
  17. 2 points
    that colon pee emote doesn't even have transparency
  18. 2 points
    It'd be nice to have "lego-ized" emotes instead of the generic smileys, but other than that I'm completely neutral towards the new system innit.
  19. 2 points
  20. 2 points
    Here is the next batch of vehicles photos (dated 5-10-'99). Hurray! The muscle car has been finalized!
  21. 2 points
    @jamesster: Wow, you really know your bricks! Pretty interesting to see that some of these bricks were never released in those colors. I don't really remember, but I think we may have received some of those models. We had no idea at the time these were using rare pieces though! I guess that would make them worth quite a bit to a collector these days. @JimBobJeffers: These models were made at the time while I was working on a different game. I would re-join the team later, by when the characters and most of the vehicle designs had been finalized. I'm pretty sure our team intended to have original characters only for the game, and not use any existing Lego characters. The jungle boss, Snake, was based on Colonel Kurtz from Apocolypse Now - his face paint is inspired by Kurtz's face paint pattern. Here is the next batch of photos (dated 29-9-1999). Another failed attempt at the muscle car, by the looks of it. This is easily my favorite design of the X-car. Probably didn't pass the safety test. (Yes, still more to come!)
  22. 1 point
    You could turn the trees' leaves invisible, so you're left with barren stumps. You'd need to also get rid of most of the greenery in the terrain as well. Also how did you get rid of that accursed powerup delay?
  23. 1 point
    Your imagination. I see all the terrain (except cave) is re-xtextured, but all objects are completely untouched. You should go for those next.
  24. 1 point
    I possibly got a "newer French version", the CD is from 2003. I'm trying to install it but my dvd drive is dying... it takes a very long time to install with a lot of strange noises... I thinks the speed is to 1x because the loading bar of the installation is so slow ^^ http://www.noelshack.com/2017-47-3-1511314330-20171122-0217536.jpg http://www.noelshack.com/2017-47-3-1511314331-20171122-0218136.jpg EDIT Stuntrally.exe : 0.3.7.9, in fact all files are 1999/2000 when installed, and I can't run the game in W10 x64 :p. it works when copying d3drm.dll file from system32 to the directory of the game _msr.exe is 0.3.8.1 so it's the same for you it seems.. http://www.noelshack.com/2017-47-3-1511314670-sans-titre.png But Speech and Arts files are differents, in hour (same day) and size, but it's maybe because the language is different (French) http://www.noelshack.com/2017-47-3-1511315277-sans-titre.png (All the track names in folders are translated too !)
  25. 1 point
  26. 1 point
  27. 1 point
  28. 1 point
    Much like the FREE GAME counterpart, this one is for neat software. Avoid posting rubbish shareware gone free that's probably loaded with adware or software that you have to sell your soul to get. I'll start - DxO OpticsPro 11 Essential http://www.dxo.com/us/practicalphotography
  29. 1 point
    davinci resolve is a very competent, free editing software: https://www.blackmagicdesign.com/products/davinciresolve/ It has a paid variant but the free version is very, very good and doesn't skimp out on the basics you need for editing
  30. 1 point
    This summer just gone I picked up the original 1997 Infomaniac minifig that came with the big box version of LEGO Island but it's one I've never seen before nor can find any info on. The entire purchase was a bit of an oddity, I found it on a glitched listing on eBay that only showed up under certain circumstances, you couldn't find it through a regular search even though the title was perfectly fine, after buying it I tried to find info on this issue of the figure. I have the polybag release which has suffered from the usual internal paint disintegration but this other version is in a purpose made clam shell that fits perfectly into the big box version of the game, does anyone else have this particular fig? Below are the two box designs I've found online, and yes one of them is not a stock photo and a picture from eBay of one that sold last December, did anyone here get this copy that was sealed with an Infomaniac in it? I was super bummed to have missed this, especially since it sold for 15 bucks! Any help would be greatly appreciated.
  31. 1 point
    Videos and discussion for speedruns of both Single, Time Race and full game speedruns. I use speedrun.com rules for running Time Race. https://www.youtube.com/playlist?list=PLDJnzTHyWVMDn867RZWQdRE8mHzbU1fg- Here is a playlist I made for all the current Time Race WRs for anyone who wishes to be inspired to race and speedrun the game.
  32. 1 point
    Broke: Hunting desperately for Black Friday deals Woke: Using Nectar Double-Up to get already-discounted sets for tuppence (or in this case, just a fiver)
  33. 1 point
    RRU has a Discord server which can be joined here: https://discord.gg/c976pZy However, to gain access to anything besides the read-only welcome channel, you'll need the Verified Member role. To receive this role: Actually join the server. We can't give the role to people who aren't there. Post here and ask for the role. You must have your Discord tag on your forum profile (which should be something like JohnDoe#1234, the numbers are important!), or just include it in your post, if you don't mind it being out there for the whole world to see. You can also PM me or McJobless instead of posting here, if you'd like. This is just to ensure the role is being given to the right person. You must have at least 10 forum posts. This is to discourage people from registering forum accounts only to get on the Discord server. And no, making quick spammy posts does not count; if you do this just to reach 10 posts you may not be given access. Access may also be denied or revoked for other rule violations, generally bad behavior, or if you were one of the few people who managed to get yourself banned from the old server (which was quite an accomplishment given its leniency). If you join the server but do not request/receive a role, and just sit in the welcome channel, you may be kicked at any time. This is just to keep things tidy. The purpose of this server is to discuss the same subject matter as the forum: Playing, modding, or even making your own LEGO games, and general discussion of LEGO sets/media/etc. It is also subject to the same rules as the forum. It is not, however, a replacement for forum topics: Things in chats are buried quickly, but posts on forums can be found and browsed through for years to come. If you have something interesting to share, or a question that other people may also have, it's recommended that you post it on the forums. Now, as for why this exists. There was already a "RRU Discord server" of sorts, but it'd started as a small personal server for some friends, who hadn't even been active on the RRU forums for years. This server gradually gained more members - most related to RRU, some not. It always kept operating like a personal server though; it wasn't subject to the same rules/moderation as RRU, and people often talked about personal or heavy issues they didn't feel comfortable bringing up elsewhere. This was cool, but it introduced some problems - firstly, people weren't comfortable with the group being made open for anyone on the forums to join. This made sense given all the personal things being discussed, but also meant a lot of discussion of LEGO game stuff was being locked away from RRU. Secondly, the server was serving three roles at once: Personal discussion between friends (most of whom weren't even active on the RRU forums anymore), RRU-relevant LEGO/game discussion, and Space Station 13 discussion like the server had originally been used for. So, the old server is effectively being split up. Space Station 13 discussion has its own server now, and RRU now has its own officially linked server for discussion of LEGO games/modding/etc. The old server still exists, but as a thing separate from RRU, as by far the majority of the active users/conversations there don't have much or anything to do with RRU or the active forum users.
  34. 1 point
    RRU 2017 Update After an extended downtime, welcome back to the Rock Raiders United community forums. There have been many changes since you last visited and at first glance many things may appear foreign, but, I will try to be as thorough as possible in explaining all the changes. As time goes by RRU continues to mature as a website in whole, and while certain changes may not always seem like a "step in the right direction", they are certainly done with that intention in mind. RRU is no longer just a little forum in a corner of the internet like it began, these days it attracts thousands of visitors every day looking for information on various subjects. With this in mind, view these changes as fine tuning. As the community update hasn't come to full completion yet, I will post information in parts. The second post below will contain all the updates together.
  35. 1 point
    While the update has made the site look sharper than ever, I think that the change regarding the like/reputation system was unwarranted and hardly an improvement. From what I could tell, people used different emoticon thingies during the first two days after RRU's return, and then just stuck with the default "like" for every occurrence I've seen since then. I find the change unpractical as most do, from what I could gather, so isn't it possible to simplify the whole thing and revert back to the old system? I would also like to hear people's opinion on this. It's not very important in the end but I guess it's worthy of being discussed, as it's one of the core features of the site after all. By the way, I don't mean to be rude or anything. I do think that Cyrem did a wonderful job with the new site. I just wanted to bring this up for some reason.
  36. 1 point
    Here's UV maps of LR2's minifig model, gotten by rigging up Will's LibLR2 DLL to some OBJ exporting code in Unity (lol) and then exporting UV maps with Unwrap3D. Those are at the same size as the in-game textures, aka tiny. Here's larger versions: As you can see, they're kinda messy and asymmetrical, but the worst is the front of the legs... they hardly even tried for symmetry, and each leg is also mirrored: Achu is the only character in the vanilla game with leg printing, so I guess they just never noticed his leg printing was mirrored and squished. Also, here's a transparent legs texture I made (it's just the white legs run through Gimp's color to transparency feature): Which makes it easier to make legs textures in any color (wow LICEcap really did a number on the color wheel here haha): Now, for torsos. It's important to note that the torso model/textures also contain the neck, which is part of the head on real minifigures - don't ask me why they did it that way. Also, while the UV map is intended to have both hands as the same color, if you have a large enough texture you can have them as unique colors, since the UVs for each hand aren't *exactly* in the same place. The smallest texture size you can do this with is 512x512, any lower and they'll blur together. (You might have also noticed that the legs have two tiny UV islands, that you'd hope would let you color the left and right legs independently... Sadly, nope. One is the tops of both legs, the other is the rest of both legs.) Here's a 512x512 torso template I made. The main torso decal area (red) is slightly wider than in vanilla textures - it's more accurate to the UV map, and avoids the side of the texture bleeding into the front of the torso, as happens with vanilla textures. The darker blue is unused space. And here's what it looks like in-game: Oh yeah... And the torso is mapped in such a way that it distorts textures. And here's the whole model with a checkerboard pattern: Good luck making your textures look perfect, haha.
  37. 1 point
    Don't be too hard on yourself man. Remember, if you want anything removed, just ask.
  38. 1 point
    Hullo again. So, a few years back, I tried to make a Rock Raiders comic series (named "Rock Raiders know zilch", a title which was explained using the smallest Calvin & Hobbes strip available on the internet) in an attempt to one-up Arthuriel's excellent "Insane Raiders" series (which, due to my minimal sense of humour, didn't work well). Considering the fact I've only made 2 blog posts about "Rock Raiders know zilch" so far, it's pretty clear that I haven't followed up on my promise of delivering my comics regularly, but during RRU's downtime, I've worked on a few more strips (and I also managed to overhaul my art-style. Quick shout-out to @Ayliffe for posting LEGO Nexo Knights storyboards on Twitter, which inspired me to change how I draw Minifigs). So anyways, time for the new issues. Enjoy: #3 - RRU Raiders United #4 - Stress raiders #5 - Dimensional blunder #6 - "Loss" of clever ideas (Yes, its a dumb "Loss.jpg" comic, sorry @someswedish) So yeah, those are the latest editions of my comic series, which I'm renaming "Zilch Raiders" (because "Rock Raiders know Zilch" is a bit of a mouthful). Thanks for reading and I hope you've enjoyed these new strips. I'll be sure to post more comics in the future (although when that'll be is yet to be determined). -- Ben24x7 --
  39. 1 point
    Nice work, looks great! Thanks for the entry
  40. 1 point
    Oh hohoh hoh! My forte. Admittedly, I rushed this poster, so I should probably make a better version later, but for now here's my entry: "Undiscovered cavern" [I know, I know, what an unoriginal name] EDIT: I've taken time to polish up my entry a bit. I'll leave my old version up just in-case people like it more than my newer version. VERSION 2: I have an un-cropped copy of this entry, so if it doesn't fit correctly, I can crop it to be larger. OLD VERSION: This poster is a recreation of a poster I made a while back (which itself was inspired by LRR's menu music "ATMOSDEL"), with the idea of showing "Rock Raiders bursting through a wall to find a new cavern" (I guess you could say that aspect was inspired by the 1st "Lava Monsters" LRR cutscene).
  41. 1 point
    I found some ZNAP and a Technic bike.
  42. 1 point
    What is it? Cave Raiders is a rebuild of Lego Rock Raiders with more focus on playing as a raider in first person, it supports Online Multiplayer and Solo play. Download Links: >Latest Version 0.4 - Download Version 0.3 - Download Screenshots
  43. 1 point
    Sooo... I decided I wanted some new textures for a track. I chose magma moon marathon. It was originally so I could figure out how to do it (it was so easy :P). But It turned out looking really good in my opinion. Now, let's see how everyone else thinks of it http://oresome.rockraidersunited.com/download/405 (I would've posted screenshots, but for some reason it wouldn't let me)
  44. 1 point
    This mod makes Golden Bricks reflect the current sky box rather than a golden Sandy Bay skybox. As you can imagine, this can be pretty interesting. http://oresome.rockraidersunited.com/download/386 Goes in COMMON\MODELS\PICKUPS This is actually about the first mod I made for LR2, way back when the GTC extractor was new. I don't know why it never got released. That's a lie, I know exactly why it didn't get released: I could never find where the damn thing is located and I didn't play LR2 as much so it didn't enter my mind very often.
  45. 1 point
    Unfortunately, I haven't been able to figure out how LRR determines which colours are supposed to be transparent. The closest thing I've been able to do is create transparent particle effects which works by treating pure black (000,000,000) as fully transparent, pure white (255,255,255) as fully opaque, and everything else inbetween partially transparent. Then, in the Surface Editor in Lightwave Modeler, you have to go to the Advanced tab and set Additive Transparency to 100%. That won't work for what you're trying to do. There's probably a variable in the LWO files that tells the game which color should be transparent. I'm going to guess it just looks at the index number in the texture. I can help you test this if you want. Too bad you're getting my help anyways. I'm choosing the Slimy Slug's eye for this example. Please open your textbooks to Data/Creatures/Slug/A014_SlugEye.BMP I know the transparent colour for the slug's eye is 14 from previous research. Let's mess with it a bit and see if the game looks at the index or at just the color. Here I moved index 14 to 240 just to get it out of the way. 14 is now some shade of orange. Now I moved 0 (which is white) to 14 and changed the green background to white to see if I could force that to be transparent. It worked! Great. Let's look at the model, which is Slug_Eye.lwo in the same folder. We'll open it with a hex editor (I use XVI32) and look for instances of 14. Oddly enough, the only instance I found was in the filename: A014_SlugEye.BMP This is really interesting. There are other textures that start with A###, but most of them start with A000. I think that this specifies the alpha index. To test, I looked at a few other textures, like A068_LightX and A227_headtop2, and guess what? The index in the file name always matches the index of the background colour. I can further test this by making some new models and textures and seeing if this hypothesis holds up, but that will have to be later.
  46. 1 point
    I've bought them during the last two months, and i will probably buy more, so i can build every building and vehicle from Lego Rock Raiders PC Game
  47. 1 point
    Alright! Here are some photos of the very first vehicles created by the development team for the game. These were sent for review to LEGO HQ, who then started work on improving these. I'll post some images of those later.
  48. 1 point
    Are you going to make a Cafeteria patch for this soon?
  49. 1 point
    So you want to learn 3D modeling with NewTek Lightwave 3D? This tutorial will go over the different features of Lightwave V9.0, which contains almost all, if not all, of the features covered by previous versions of the program. However, there are quite a few features that this tutorial covers that previous versions do not contain. Main Overview First, let's look at all the different areas of Lightwave 3D V9.0 and explain what each area's functions are. The Main Menu File New Object (SHIFT + N): Creates a new object file, opening in a different 'tab'. You can switch between objects in the Object Browser (see the picture) Load Object (CTRL+ O): Loads an existing .lwo file, saved somewhere on your computer/external media Save Object (S): Saves your .lwo file to the file location Save Object As (CTRL + S): Saves your .lwo file as a new file in the browsed directory with a given filename Save Incremental SHIFT + S): Apparently functions as the Save Object As, but rather automatically creates a new file in the same directory with a new version 'tag' (Ex: My file was called Box; the first save was called Box_v001; the second save was called Box_v002) Save All Objects (no default hotkey): Functions as the Save Object, but it saves all opened objects, rather than the one currently viewed in the modeler Sections (no default hotkeys): I am unsure as to the purpose of these Save-Object-Section: Save-Object-Section-Cut: Save-Object-Section-Points: Save-Object-Section-Points-Cut: [*]Recent Files --> [select a File]: Opens the chosen file [*]Close Object (no default hotkey): Closes the current opened object [*]Close All Objects (no default hotkey): Closes all current opened objects [*]Import: I am unsure how exactly to use these EPSF Loader: pdbreaderv3: Vertex Loader: [*]Export: Export 3DS: Exports to .3ds Export DXF: I am unsure what this exports to Export Encapsulated PostScript: I have absolutely no idea what the heck this is Export LightWave 5: Exports to .lwo, version 5 (Lightwave changed file formats after V5.X; LRR uses this file format) Export OBJ: Exports to .obj PathToMotion: No clue what this is Throw: No clue what this is, either [*]Edit Cut, Copy, Paste, Undo, Redo, Delete: You guys know what these do and what their shortcuts are (with the exception of redo, which is 'Z', not CTRL+Y), right? Copy Tool: Same as 'Paste', except you can drag where the center is, rather than keep the object's previous position Edit Keyboard Shortcuts: Brings up the keyboard shortcut editor, where you can add, remove, or change different keyboard shortcuts; I won't get into how all this works, so you'll just have to experiment. You can, however, save your keyboard shortcuts to a file and load them elsewhere, so that you can keep the same shortcuts wherever you are. Edit Menu Layout: Same as above, except it edits which items are in which of the menu tabs (Create, Modify, etc). Note, I have not used this, although I have used the Keyboard Shortcut Editor Edit Modeler Tools: I have not actually used this, but I believe this allows you to change the options of a couple different tools (I have Cut, Divide, and Make Poly) Preferences: I am not exactly sure to the exact functionality of this button General Options: Allows you to change a few options, such as the polygon mode, and the amount of undo levels that the program will keep record of Display Options: Allows you to change different options for the viewing (how each viewing window displays, the colors of different things, what actually displays on the screen, units, and much more Backdrop Options: Simply goes to the "Backdrop" tab of the "Display Options" menu Set Content Recovery: Not 100% sure what this does Recent Content Directories: Keeps record of the recent directories that was chosen in the "General Options" window (I think) In-progress
  50. 1 point
    'ey, Jetter! Long time. I thought that woodchuck had you for sure.