Author Topic: Turok 2 Seeds Of Evil Modding (Get Started Guides)  (Read 46572 times)

Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #40 on: May 23, 2017, 09:07:54 PM »
So this isn't much of a guide its more like some info but it could guide in a way.

Some actors are missing in the editor some of these include a few ammo and weapon actors, very easy way around that here: https://turoksanctum.com/turok-2-soe-editor-weapons-and-ammo-singleobjecttype/

I am making a push to make more in depth guides using the editor like that video guide soon. We are going to go over a lot. But I'm a bit busy making some maps right atm.

Just another quick heads up Duke, you may want to mention about extracting the game.kpf file in your Turok Sanctum guide :)

edit: noticed you have it in this forum post btw :)

I will look into including that for sure might as well cover all angles in one go, thanks. Updated my original post much neater I say ;)
« Last Edit: May 23, 2017, 10:15:00 PM by Duke64 »
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Offline Rok

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #41 on: May 24, 2017, 12:01:59 AM »
READ FIRST! Turok 2 Modding Get Started Basic Guide: https://turoksanctum.com/turok-2-modding-get-started-basic-guide/

Modding Guides:

How to mod a Mp map into the game and launch it on the server: https://duke64nukem.com/2017/03/30/turok-2-mapping-mod-guide-how-to-get-a-mp-map-modded-into-the-game/

Editor Guides:

Using the Editor Get Started Going over the interface and more basics: https://duke64nukem.com/2017/05/09/turok-2-editor-basics-and-lets-build-a-room-guide/

Creating a Jumpad in the editor: https://duke64nukem.com/2017/04/22/turok-2-soe-mapping-editor-guide-creating-a-jump-pad/

Video Guide Let's Build a Room:


Some actors are missing in the editor some of these include a few ammo and weapon actors, very easy way around that here: https://turoksanctum.com/turok-2-soe-editor-weapons-and-ammo-singleobjecttype/

Yes your op update is much better nice updates :) i'm taking a long time but I did start a map.
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Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #42 on: May 24, 2017, 12:48:45 AM »
Thanks mate. Hey I forgot that map I made in the video guide 'building a room'. I never showed a test play of it working but this should do ;) I'm going to build more on to this map and do most the guides right on it. It will turn into something I don't know what yet but it will form hehh.

« Last Edit: May 24, 2017, 12:53:17 AM by Duke64 »
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Offline Revenant32

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #43 on: May 24, 2017, 01:21:27 PM »
Good guides man thanks for your work. I saw this video when you first shared it, this is really nice of you. I'm interested nice documentation and yeah just build that test guide map up with different guides and see what it turns into. I like that idea.

Offline ilgm

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #44 on: May 25, 2017, 12:21:15 AM »
Updated op and added this: How to create a jump pad in the editor. It should be all of it but you know me heh. Sometimes I miss a step on accident so please let me know if all is well if you get a question or anything...

https://duke64nukem.com/2017/04/22/turok-2-soe-mapping-editor-guide-creating-a-jump-pad/

Something else notable from this guide for other uses is getting a maps x, y, z position.

"Its really easy to get a position on a map. Just use your view point and look at the spot you want and at the bottom of the editor it will give you the position."
Thanks for the guides, really helpful.
I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why?



I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on
« Last Edit: May 25, 2017, 12:28:47 AM by ilgm »

Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #45 on: May 25, 2017, 01:13:29 AM »
Thanks for the guides, really helpful.
I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why?

I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on
That sounds odd. My first thought would be a ceiling sector yeah. Another thought without seeing it, is 'Camera Movement Scaler' make sure its set to 1. I also updated the jumppad guide with some additional info (at the bottom of guide) that I didn't go over just yet. Was planning that for a more detailed sector guide but it makes sense to go in there. Try these out. If it still does it, I would be very interested to see the map actually :) And thanks.
« Last Edit: May 25, 2017, 01:14:22 AM by Duke64 »
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Offline ilgm

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #46 on: May 25, 2017, 01:31:40 AM »
Thanks for the guides, really helpful.
I'm having a problem with jumppads though. They work fine but there's something that I keep getting stuck on when I run onto the jumppad, almost like I'm getting stuck on the jumppad sector. Any idea why?

I'm fixing up some unfinished n64 maps to put into my dodgeball mod. Escheria has a bunch of ladders (2 of which are missing) that I'm trying to turn into jumppads. This section in particular had a ceiling collision on the sector which ended up getting in the way of the jumppad so I had to remove it. Not sure if that's causing the weird collision, but I've tried a bunch of different angles for these sectors and still can't find what I'm getting stuck on
That sounds odd. My first thought would be a ceiling sector yeah. Another thought without seeing it, is 'Camera Movement Scaler' make sure its set to 1. I also updated the jumppad guide with some additional info (at the bottom of guide) that I didn't go over just yet. Was planning that for a more detailed sector guide but it makes sense to go in there. Try these out. If it still does it, I would be very interested to see the map actually :) And thanks.
Thanks for the info. Does "allow player control" make it possible to move after you hit the jumppad? That'd be pretty useful for multiplayer

I tried the Camera Movement Scaler setting but I'm still getting stuck. You can check out the map here
https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0
I'm including my entire mod because I can't actually get the map working with the console, I had to add the map into hubinfo and mapinfo in /defs

Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #47 on: May 25, 2017, 06:11:34 PM »
Hmm this is a weird one and I'm going to chalk it up in the category of 'the struggles of editing existing maps' lmao and believe me there are struggles of editing existing maps.

However, I was able to fix it. I actually gave the jump pads ceiling sectors. Guessing- if the sectors surrounding the jump pad have ceiling properties and the jump pad doesn't, it may or may not effect the jump pad... I also deleted the sectors surrounding the jump pad and remade them. It seems fine on my end now give it a test and please let me know if it is resolved. Sorry I can't give a definite answer on what the heck was happening there... I really think it was due to ceiling sectors. Ceiling sectors are connected to the actual vertices. And in this case they were linked to the jumppad.

Gosh I hope I uploaded my edited one lol. Please let me know. Btw that's a crazy ass mod lol! Download of the map is attached.

« Last Edit: May 25, 2017, 06:22:28 PM by Duke64 »
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Offline ilgm

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #48 on: May 25, 2017, 08:17:25 PM »
Thanks for the fix! I still got stuck on the jump pad, but that was only once in about 15 tries and only from one side, maybe just a big with the editor.
I also noticed the jump pad ceiling is actually on the ceiling this time, is there a way to set the height of that? The original map's ceiling was pretty low, and it was getting in the way of projectiles. Nevermind, found out it's hold shift while moving the vertex



Actually I think I figured it out. Found out what region I was getting stuck on by turning on "showcollisions"



I don't know why, but the sectors I added had 0 set for everything which I guess somehow stopped movement. You fixed it by redrawing them but missed one region. All I had to do was put the same numbers in that one and now its working fine. Thanks for the help

Edit:
I think my problem was making a new region with selected vertices rather than using the region create mode, which carries over all the region settings. I can add in more jumppads without any problems now
« Last Edit: May 26, 2017, 02:32:35 AM by ilgm »

Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #49 on: June 04, 2017, 02:12:48 AM »
I think I just found it out I was messing around with my jump pads trying to make them really fast. I decided to try jumpad time '0' and I ended up with this bug. Jumppad time must have a value of at least 1 lol! Guides updated.
« Last Edit: June 04, 2017, 02:45:07 AM by Duke64 »
Dinosaur Hunter
"Its time to make tracks"
"You are tiny grasshopper"
"Suck it down"
"Boo, No soup for you"
"Arrrgghhhh"
"I live again"

 

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