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Cirevam

Some of you may remember a user named Lair of the Rockwhales (now JessieTail) from way back in RRU's history. Back then, this fine fellow created a number of mods for Rock Raiders with a surprising level of quality, but some never made it to the general public. I recently unearthed an old ruin containing some artifacts that only a few people have seen before (plastic dating methods point to mid-2013). They were incomplete, so I did my best to restore them while keeping the original artist's intentions in mind. Thus, I present two vehicles as-is for you to use however you wish.


Mega Mole

This is the ultimate drilling machine and it's built off of the Chrome Crusher's animations. The vehicle was mostly complete and was only missing a hit and teleport animation. I actually helped work on it back in the day (probably just the wheels), but Lair's modeling skills surpassed mine at the time. There's an interior, but it was scrapped since culling out the drill ended up looking weird when drilling in first-person view.

 

large.MegaMolePreview.png.a2601a05c99c9f

 

Spoiler

large.0-picture.png.6f6122b3a0bcbba21146

large.mole1.png.7eca1f012ad4bacf06a072b6large.mole3.png.244c9771245136b211bdc7a6

 


Front Loader

The only things I found were the main body and a few pictures. All of the animations are made by me, as well as the bucket hinge. As upgrades are not supported, I made the idle animation shorter than the Small Transport Truck's; this makes the vehicle pick up materials more quickly since it waits for the idle animation to complete before moving on. I don't know what the original name is so I dubbed it the Front Loader.

 

large.FrontLoaderPreview.png.3eaa7ff8a51

 

Spoiler

large.IMG_04072013_182614.png.6753bc88ea

large.IMG_05072013_213110.png.81dbcbd88e

large.IMG_05072013_215514.png.85cd542098


There are no CFG edits included and I didn't leave much to support upgrades. I don't want to speculate as it would violate the spirit of brick-archaeology. If the original artist ever returns one day, maybe we can know the full story.

 

 

Download


Instructions

Back up your Data\Mini-Figures\Pilot folder and the SmallTruck and LargeDigger folders in Data\Vehicles. Copy the Data folder from the zipped file into your LRR installation directory. That's it... I don't know how to make a Cafeteria mod so this is all I can give for now.

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aidenpons
Posted (edited)

Nice work reconstructing these! These must be some of the very few LRR MOCs that have actually managed to make it all the way! (That and Time Raiders, of course!) I haven't actually tried them out yet (hah) so I can't comment on the undoubtedly wonderful animation quality :P

 

I really like the Front Loader, in design, size, and execution. I wonder if it's possible to specify a Pickup animation... it probably is, given what the raider does. Would be cool to see it sweep stuff up into its bucket! (And also make it super slow. And behave silly when it comes to existing resources. Hmmm....)

 

 

Also, I presume that the Front Loader doesn't handle the STT's Carry upgrade properly (what with nine carry nulls total & CarryStart). So if you're doing this manually you'll probably want to edit those lines (to 16 lots of 3 and 0 respectively). And I guess that the Mega Mole still has CanDoubleSelect and Tracker so the game thinks it has a laser. So just don't double click on it I guess :P

 

I can't help but feel that these would both be better as entirely separate vehicles.... making them into a Cafeteria patch makes installing them straightforward (and should you want a manual installation you only have to unpack the .wadp using Wad Recycler and follow the instructions given in script.txt ) . Will definitely look into this, but I'm wondering how to make them a little unique... for the Front Loader. The STT does everything you want super fast. Maybe this thing could clear rubble as well? Hmmm... The Mega Mole is another drilling vehicle and we've already got three :P so its strategic role is a little less well defined.

 

 

Also, research and guesswork seem to indicate that what upgrades are possible are defined in the .ae - more specifically, the presence of Level0001, Level0010, Level0100, etc, in the .ae. That is to say, if you comment them out and remove them, regardless of what Lego.cfg says it won't be able to upgrade. (UpgradeCostOre/UpgradeCostStuds don't control whether a vehicle can upgrade or not). So that might fix some stuff regarding questionable upgrades without having to change any .cfg code.

 

 

I wonder what upgrades would work on the vehicles. I could see an Engine upgrade for both of them (gotta go fast) but given the lack of any notable spot to plonk UpgradeTypes I'm wondering what else could be done. I always liked how the original LRR vehicles showed their upgrades graphically, by jets, a second drill, or another pair of wheels, and it would be a shame not to do that. I'll just specify buckets to be placed on the wheel nulls

 

 

3 hours ago, Cirevam said:

That's it... I don't know how to make a Cafeteria mod so this is all I can give for now.

Don't worry, I'm on it ;) Just need to be in front of a PC with Cafeteria on it so I can test whether it actually works...

Edited by aidenpons

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aidenpons
On 10/2/2019 at 2:38 PM, Cirevam said:

Instructions

 

Back up your Data\Mini-Figures\Pilot folder and the SmallTruck and LargeDigger folders in Data\Vehicles. Copy the Data folder from the zipped file into your LRR installation directory. That's it... I don't know how to make a Cafeteria mod so this is all I can give for now.

 

Tada! Download, unzip, and place both files into your Mods folder. Overwrites the Small Transport Truck and Chrome Crusher.

Will hopefully be converting these into dedicated vehicles that don't overwrite existing vehicles sometime soon (after I play around with the new smoke functionality in CE...!)

 

Now that I can see the models in game, they look really good! The Mega Mole's lights 'light up,' but the Front Loader just has green studs, which I find strange. I really feel like I'm driving a tank with a drill on the front of it, which is really nice. I feel like this could drill a tunnel all alone!

 

First person drilling on the Mega Mole is glitchy (just like the Chrome Crusher) - maybe moving the drill null backward could help? It could be something with CollRadius colliding with the wall before the null does.

 

Also Cirevam, is it possible for you to get a nice MenuBMP for teleporting these down as new vehicles? It's the only thing they lack. I'm happy to do the Cafeteria legwork/manual instructions again.

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Cirevam

Thanks mate. I'll get some menu images for these. I'll have to check the drill null again, but Cyrem had the same complaint, and I checked something and noticed that the drill null was ahead of the collision cylinder. The Small Digger is the same and doesn't climb walls so much, so I wanted to look into it. It seems like only larger vehicles do this for some reason.

 

I can add light cones to the Front Loader as well. This was a result of laziness as I didn't get the HP model in until the very end, after I had finished the animations. While I'm back in the animations, I can add some dummy nulls for upgrade support. Props to those of you who dredged up those Brickshelf galleries.

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Slimy Slug
Posted (edited)

After some further excavation of the ruins, I uncovered the ancient texts for these artifacts: 

 

Mega-Mole topic: 

 

 

Mega-Mole v4 topic: 

 

 

Front Loader topic: 

 

 

Last but not least, another ancient vessel I unearthed, the Cargo Cruiser:

 

Edited by Slimy Slug
Added link; changed formatting a bit

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