Author Topic: Turok Dinosaur Hunter WIP Projects  (Read 124595 times)

Offline Rok

  • Global Moderator
  • *****
  • Posts: 633
  • T:REP 1968
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #80 on: November 25, 2017, 02:38:38 PM »
Thanks to Badger's video tutorials I gave the editor another look, I'm actually having fun adding sectors and editing them.

Some pictures, don't know how long this is going to take me to finish since I constantly add more stuff as I continue building sectors.

By the way, I ran into an issue, when I was about to add sectors to the temple on the third picture, Ray trace didn't work at all, so I was constantly making vertex points outside then bringing them in, that building alone took me about 2 to 3 hours to complete, would have finished it a lot faster if ray trace worked.

Anyone else ran into this issue?

It looks nice great job.
Raptor Rok is metal.

Offline Jay Doomed

  • Global Moderator
  • *****
  • Posts: 803
  • T:REP 2632
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #81 on: November 27, 2017, 09:44:06 AM »
Hope to play your map Coyote should be fun :)
 :campaigner:
"Whatever it is, it doesn't belong in this world."

Offline DoomMarine23

  • Raptor
  • ***
  • Posts: 90
  • T:REP 230
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #82 on: November 28, 2017, 06:26:03 PM »
Gonna see if I can figure out anything to fix the raycasting issues. Doubt I can do anything but I almost wonder if reducing the model's complexity might do the trick.

Offline ひまわりくん

  • Raptor
  • ***
  • Posts: 95
  • T:REP 304
  • Gone but not dead
    • View Profile
    • Redbubble
Re: Turok Dinosaur Hunter WIP Projects
« Reply #83 on: December 20, 2017, 08:39:57 PM »
More pictures of my little project because why not?








This area was pretty dope to work with.


And here's where I need to continue building.

Also, a short video I just put together.


Offline Duke64

  • Administrator
  • *****
  • Posts: 1684
  • T:REP 6523
  • Sixty Four
    • View Profile
    • Duke64Nukem.com
Re: Turok Dinosaur Hunter WIP Projects
« Reply #84 on: December 20, 2017, 08:55:19 PM »
This looks nice and I like what you did inside the cave, looks like you made it your own instead of just using the cave as is.. I like that keep it up.

 :raptoid:
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

Offline Dinosoid

  • Iguana
  • *
  • Posts: 42
  • T:REP 680
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #85 on: December 20, 2017, 09:43:25 PM »
.
« Last Edit: September 11, 2019, 02:15:53 PM by Dinosoid »

Offline Dinosoid

  • Iguana
  • *
  • Posts: 42
  • T:REP 680
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #86 on: December 20, 2017, 10:55:08 PM »
.
« Last Edit: September 11, 2019, 02:15:45 PM by Dinosoid »

Offline Rok

  • Global Moderator
  • *****
  • Posts: 633
  • T:REP 1968
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #87 on: December 21, 2017, 01:15:52 AM »
It looks really fun  :treasure: :treasure: :treasure:
Raptor Rok is metal.

Offline ひまわりくん

  • Raptor
  • ***
  • Posts: 95
  • T:REP 304
  • Gone but not dead
    • View Profile
    • Redbubble
Re: Turok Dinosaur Hunter WIP Projects
« Reply #88 on: December 31, 2017, 10:58:37 AM »
Anyone know of a way to have get some cheats enabled by default when testing a map? It would do wonders for me if that was possible.

Another thing, if I wanted to make some changes to the character (eg. slower walking speed, higher health), how could I get those to work when I test out a map?
Do I need to create a mod first, shove it inside the mods folder and then load the map in the editor?

Offline Smoke39

  • Endtrail
  • ****
  • Posts: 202
  • T:REP 597
    • View Profile
Re: Turok Dinosaur Hunter WIP Projects
« Reply #89 on: December 31, 2017, 06:35:48 PM »
Mods are loaded according to the usual hierarchy when testing a map from the editor.  The only thing to be aware of is that the editor's test function will save the map as "editorTemp.map" in the game's root, so any properties you've set for your map in defs/mapInfo.txt won't apply.  You can either manually save and load your map with the correct name and path instead of using the test function, or temporarily change your mapInfo.txt to point to "editorTemp.map" while working on your map.

As for cheats, I'd just bind their console commands, either to one key to enable them all in one press, or to their own keys so they can be easily toggled individually.  For example, "fly" and/or "noclip" are pretty handy to have on their own keys for quickly getting around a map, then switching back to normal movement.

 

SimplePortal 2.3.6 © 2008-2014, SimplePortal