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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Jay Doomed on May 23, 2017, 12:08:08 PM

Title: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on May 23, 2017, 12:08:08 PM
Post WIP screenshots or videos here. Map, mods, or any Turok 2 project here. Maybe you wont finish for a long time well feel free to share what you are up to. I get bored and want to see somethings ;) If you are not ready to make a release thread use this one to share your WIP stuff.

I will start it off with a few screens from projects I am working on.

New Intro:

(https://doomforever.files.wordpress.com/2017/05/20170522151430_2.jpg)

Another dm map:

(https://doomforever.files.wordpress.com/2017/05/20170523115954_1.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on May 24, 2017, 12:30:49 AM
New Intro:

(https://doomforever.files.wordpress.com/2017/05/20170522151430_2.jpg)


This post is awfully familiar xD but yeah this is really funny here, its a party on the vines bruh ;D
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: DoomMarine23 on May 24, 2017, 07:21:58 AM
Worked on this awhile ago, its meant to be a re-imagining of the Turok 1 shotgun using the Turok 2 assets. I might do all the other weapons too
(http://i.imgur.com/BKf4LdQ.png)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Revenant32 on May 24, 2017, 01:11:52 PM
New Intro:

(https://doomforever.files.wordpress.com/2017/05/20170522151430_2.jpg)

Lol its really cool seeing more enemies there can you put the Primagen there too?

Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: BehemothProgrammer on May 30, 2017, 06:39:33 PM
Finally was able to import the Doom E1M1 model I used from my previous Turok 1 mod and put it in Turok 2.
(http://i.imgur.com/xnKppbM.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Badger on May 31, 2017, 01:39:42 AM
Finally was able to import the Doom E1M1 model I used from my previous Turok 1 mod and put it in Turok 2.
(http://i.imgur.com/xnKppbM.jpg)

...I didn't know that was all 1 model :P

I or someone has to try importing between these games sometime. Bring the dank platforming models to T2!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on May 31, 2017, 02:34:04 PM
Finally was able to import the Doom E1M1 model I used from my previous Turok 1 mod and put it in Turok 2.
(http://i.imgur.com/xnKppbM.jpg)

I want to play a Rok match in it xD Let's Rok.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: BehemothProgrammer on May 31, 2017, 03:11:44 PM
...I didn't know that was all 1 model :P

I or someone has to try importing between these games sometime. Bring the dank platforming models to T2!
Yeah I made it all 1 model. It should have separate models for the doors and moving platforms but that's more work I don't want. Maybe when I finish the first version of Fireseed for all the Turok 2 stuff then I might do T1 stuff which will make it easy to view and export between each other. Would like to see Thunder in T2 :)

I want to play a Rok match in it xD Let's Rok.
Alright. Since I most likely won't do anything with the map anyway, here's the map - https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0 (https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0)
There's almost no actors in the map except for a few lights. You should probably delete that and relight the map correctly and place all that MP stuff I'm not sure how to do right now. Thanks man if you can get that to an MP map! And you can add this to defs/textureSetInfo.txt if you want the nukage to animate.
Code: [Select]
"textures/doom/NUKAGE3.png"
{
    speed 10
    animated 1

    texture_1 "textures/doom/NUKAGE2.png"
    texture_2 "textures/doom/NUKAGE1.png"
    texture_3 "textures/doom/NUKAGE2.png"
}

Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on May 31, 2017, 05:26:43 PM
Alright. Since I most likely won't do anything with the map anyway, here's the map - https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0 (https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0)
There's almost no actors in the map except for a few lights. You should probably delete that and relight the map correctly and place all that MP stuff I'm not sure how to do right now. Thanks man if you can get that to an MP map!

For sure I can edit all that. Thanks for allowing that and uploading. Its already added in the mix just needs a few more things and it will be done :)

(https://duke64nukem.files.wordpress.com/2017/05/20170531120928_2.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on June 01, 2017, 02:52:07 PM
Alright. Since I most likely won't do anything with the map anyway, here's the map - https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0 (https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0)
There's almost no actors in the map except for a few lights. You should probably delete that and relight the map correctly and place all that MP stuff I'm not sure how to do right now. Thanks man if you can get that to an MP map!

For sure I can edit all that. Thanks for allowing that and uploading. Its already added in the mix just needs a few more things and it will be done :)

(https://duke64nukem.files.wordpress.com/2017/05/20170531120928_2.jpg)

hell yeah guys that's going to be pretty bad ass :o Shit can't wait for that map pack ;)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on June 04, 2017, 03:10:15 AM
(https://duke64nukem.files.wordpress.com/2017/06/20170603201938_1.jpg)

Turok the counsil of voices were wrong!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on June 05, 2017, 12:54:51 PM
Going to be really damn cool playing that in mp guys!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Revenant32 on June 09, 2017, 12:32:42 PM
(https://duke64nukem.files.wordpress.com/2017/06/20170603201938_1.jpg)

Turok the counsil of voices were wrong!

Send! that is very cool here.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on June 14, 2017, 01:06:52 PM
(https://cdn.discordapp.com/attachments/317738776577441792/324594548212760587/20170614130010_2.jpg)

(https://cdn.discordapp.com/attachments/317738776577441792/324595922241585163/20170526144908_1.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on June 25, 2017, 02:36:22 AM
Raptorfest mod
(https://duke64nukem.files.wordpress.com/2017/06/20170624192353_2.jpg)

(https://duke64nukem.files.wordpress.com/2017/06/20170624192306_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/06/20170624190408_2.jpg)

Holy fuxing fux they work in mp with script classes and all

(https://duke64nukem.files.wordpress.com/2017/06/20170624193505_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/06/20170624095102_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/06/20170624095103_2.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on June 30, 2017, 10:47:58 AM
That looks really cool! Hope to try the update with you :)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on July 08, 2017, 03:11:02 AM
With Jay Doom (i have a special screen that enhances saturation and colors btw)

https://duke64nukem.com/2017/07/08/doom-map-to-turok-pt-1/

(https://duke64nukem.files.wordpress.com/2017/07/20170707172757_1.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Rok on July 09, 2017, 02:02:40 PM
With Jay Doom (i have a special screen that enhances saturation and colors btw)

https://duke64nukem.com/2017/07/08/doom-map-to-turok-pt-1/

(https://duke64nukem.files.wordpress.com/2017/07/20170707172757_1.jpg)
how to play :)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: ひまわりくん on July 09, 2017, 02:30:31 PM
With Jay Doom (i have a special screen that enhances saturation and colors btw)

https://duke64nukem.com/2017/07/08/doom-map-to-turok-pt-1/

(https://duke64nukem.files.wordpress.com/2017/07/20170707172757_1.jpg)
Looks great.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: postal on July 11, 2017, 07:32:06 AM
That looks awesome. And damn I wish I could map that quickly haha. I've finally taken up mapping myself after I had a goofy idea for a dodgeball map where the floor is deadly and you have to navigate by jumping across chairs. Stephen made a quick mock-up and started expanding it, and I promptly got a flood of ideas for how to expand it further, so I just learned to map myself and started adding on (with Stephen still contributing some stuff, namely the plasma rifle area, jerry generator, nuke elevator and the cerebal bore obstacles). It's a slow process and I get stuck a lot, but Duke's guides have been super handy at least

But yea basically the twist is everything is made out of a chair prop, you can't touch the floor, and nearly all movement is gonna be just from jumping. And also there's killer Jerry's roaming about of course:


(http://i.imgur.com/LTpcT9k.jpg)
(http://i.imgur.com/YHDynDQ.jpg)
(http://i.imgur.com/YGTltQ1.jpg)
(http://i.imgur.com/LGEhqOu.jpg) (it's a chair made out of chairs)
(http://i.imgur.com/0xpTwzc.jpg) (the bottom right took me FOREVER because i SUCK)

still need to fill in the two blank areas which is gonna take awhile. Assuming of course the editor doesn't throw me anymore curve balls, like the fact it crashes on save if I try to delete the floor sectors in the center of the map lol. Can try the latest WIP on our latest dodgeball mod build here https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Sneakze on July 11, 2017, 10:55:08 AM
Oh My... This looks amazing. Will try later with a few peeps!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on July 14, 2017, 10:04:30 PM
That looks awesome. And damn I wish I could map that quickly haha. I've finally taken up mapping myself after I had a goofy idea for a dodgeball map where the floor is deadly and you have to navigate by jumping across chairs. Stephen made a quick mock-up and started expanding it, and I promptly got a flood of ideas for how to expand it further, so I just learned to map myself and started adding on (with Stephen still contributing some stuff, namely the plasma rifle area, jerry generator, nuke elevator and the cerebal bore obstacles). It's a slow process and I get stuck a lot, but Duke's guides have been super handy at least

But yea basically the twist is everything is made out of a chair prop, you can't touch the floor, and nearly all movement is gonna be just from jumping. And also there's killer Jerry's roaming about of course:


(http://i.imgur.com/LTpcT9k.jpg)
(http://i.imgur.com/YHDynDQ.jpg)
(http://i.imgur.com/YGTltQ1.jpg)
(http://i.imgur.com/LGEhqOu.jpg) (it's a chair made out of chairs)
(http://i.imgur.com/0xpTwzc.jpg) (the bottom right took me FOREVER because i SUCK)

still need to fill in the two blank areas which is gonna take awhile. Assuming of course the editor doesn't throw me anymore curve balls, like the fact it crashes on save if I try to delete the floor sectors in the center of the map lol. Can try the latest WIP on our latest dodgeball mod build here https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0

Nice! Chairs made out of chairs haheh looks pretty fun and crazy. It does not matter how fast a map is made though I only go fast mostly because I'm short on time with a son, job, wife, and all this life stuff arghh. So I have to pretty much get what I get done. I even leave the editor going sometimes because i'm off and on. Doesn't look like you suck to me lol and that looks like a good map to work on even for practice looks like it uses a few properties and tasks, keep it up.

Had to put my comment back from the original post with the Doom map being moved.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Rok on July 14, 2017, 11:18:34 PM
Postal its better the what I can do. I have to admit im not a mapper. But i will have one map at very least
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: postal on July 16, 2017, 04:27:28 AM
Thanks, glad you guys like it. And yea it's really good for practice, I've learned a ton about the editor just from making this goofy mess.

Anyways, after awhile of having no idea what to do with the rest of the map, inspiration finally hit me and I filled in all the remaining areas:

(http://i.imgur.com/i8uQRHB.jpg)
(http://i.imgur.com/4qD3pzu.jpg?1)
(http://i.imgur.com/wET2J9d.jpg) its a chairy tree forest (74 chairs per tree)
(http://i.imgur.com/u7IQp9Z.jpg)
(http://i.imgur.com/CrInAUK.jpg) if you can reach this area without dying it'll take you to a sniper nest atop the mega chair
(http://i.imgur.com/OH7mMe3.jpg) added real jumppad shortcuts throughout the map to quickly send you to each of the main areas

next up is redoing the plasma rifle area now that I've got a way to do a moving light, and then just loads of various tweaks based on testing and feedback and also for adding more details. Also, I've made two versions of the map. The map was kinda huge and at this point is really meant for 7+ players. So I made a smaller version where the giant-pillars-to-rainbow area is walled off leaving you just in the other 2/3 of the map. It works well for smaller games. There's a fairly buggy version of both on the current version of dodgeball but we should have the more fixed up one ready tomorrow. I'll update the post when it's up.

EDIT: download is here https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on July 17, 2017, 10:30:29 AM

I like the colors mate looks nice. Chairy tree ha! I see what you did there.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: postal on July 20, 2017, 05:34:17 AM
Probably the last WIP update for Musical Chairs: Did some detailing and took a stab at making some goofy chair-torches for the pillar-maze area. They look alright from a distance at least lol, but I'm gonna keep tweaking them.



Also started messing more with the lighting, darkening areas and removing stray lights that were hitting walls, but mostly using the wonderful ambient lighting option for the first time. I gave the rainbow road path and the chairy trees more of a glow (and also make the trap chairs more red) along with using a couple different green lights to get some slight color variation on the trees

(http://i.imgur.com/wET2J9d.jpg) --> (http://i.imgur.com/q8z66mG.jpg)

Then I finally redid the plasma rifle area, the last leftover from before I started work on the map. I ditched the moving light idea and instead it's now a semi-maze you navigate by walking towards the tiny floating green chairs.
(http://i.imgur.com/f0ahTWw.jpg)
You can see it in action at the start of this video, which is a full walkthrough of the current version of the map



And with that last area completed the map's chair count is now at over 2,000 lol. After this it's just seeing if I can't add some more details to the map, and any tweaking I come up with after playtesting. Other than that tho it's all filled in now.  Kewl.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on July 22, 2017, 12:05:50 AM


That's a lot of thought into that map I see Postal, good job with this one funny chairy tree. Looks like you got the hang of the editor to me I know what its like doing that not very easy lots of focus on sectors gj. Keep it up i'm already wondering what the next map would be hope to see more also. But gj on this nice!
 :)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: postal on July 26, 2017, 01:51:46 PM
That's a lot of thought into that map I see Postal, good job with this one funny chairy tree. Looks like you got the hang of the editor to me I know what its like doing that not very easy lots of focus on sectors gj. Keep it up i'm already wondering what the next map would be hope to see more also. But gj on this nice!
 :)
Thanks man. And yea I've really gotten a lot faster at sectoring now haha. If I somehow ever get another map idea I'm sure it'll go faster than this did.

also i know I said my previous post would be the last WIP update since all I had left was just detailing, but I ended up having a bit of fun going totally overboard detailing the previously boring looking giant pillar in the maze area



another 506 chairs added to the chair total lol (a little over 2,500 now)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on July 31, 2017, 02:15:00 PM
That's pretty crazy and yeah you done a good job putting sectors on that looks like quite a bit. Good job dude.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on August 27, 2017, 06:18:56 PM


Small update since that video last night lol
(https://duke64nukem.files.wordpress.com/2017/08/20170827131621_1.jpg)

Can see a small post here about it. Which I will be updating if you want to follow the progress there.

https://duke64nukem.com/2017/08/27/tommygun-mod-in-turok-2-blood-inspired/
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: AbyssalDragon86 on August 28, 2017, 10:39:43 AM
Going Al Capone era with a good ol' fashioned Thompson! >:D

I saw the video last night and that would be fun to use.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Rok on August 29, 2017, 09:48:19 AM


Small update since that video last night lol
(https://duke64nukem.files.wordpress.com/2017/08/20170827131621_1.jpg)

Can see a small post here about it. Which I will be updating if you want to follow the progress there.

https://duke64nukem.com/2017/08/27/tommygun-mod-in-turok-2-blood-inspired/
That's really awesome. I checked your updates great progress. Mafia Turok!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on August 29, 2017, 06:20:02 PM
That's really awesome. I checked your updates great progress. Mafia Turok!

Thanks and nice everyone, its pretty much done as much as it can be atm. Later if Fireseed were to get an anim tool I'll come back to this and make animations even better i imagine. I'll release it really soon after I go over some minor things and adding the generator pickups to the mp maps.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on August 30, 2017, 01:53:51 PM
It means privat lynx or privet mods (private mods) xD - mods that only release to one or two people LOL. But I think Duke is going to release this one so it will be publik lynx. Sixty Four please make the doom maps for Turok publik too! Not private links xD



Small update since that video last night lol
(https://duke64nukem.files.wordpress.com/2017/08/20170827131621_1.jpg)

Can see a small post here about it. Which I will be updating if you want to follow the progress there.

https://duke64nukem.com/2017/08/27/tommygun-mod-in-turok-2-blood-inspired/

Very nice tommy
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on August 30, 2017, 06:39:15 PM
I only don't release some things because projects are not done though its just a joke around but when I get done with certain things I will of course send links the finished versions :) xD
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on August 31, 2017, 01:25:05 PM
I only don't release some things because projects are not done though its just a joke around but when I get done with certain things I will of course send links the finished versions :) xD

yeah I know lol plus just to mention it. The one or two people who get access are normally involved in helping some way in the mod.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Deathsphere on August 31, 2017, 03:39:17 PM
Can see a small post here about it. Which I will be updating if you want to follow the progress there.

https://duke64nukem.com/2017/08/27/tommygun-mod-in-turok-2-blood-inspired/

:O Just saw this and that progress is looking really damn cool.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: BehemothProgrammer on January 04, 2018, 04:07:45 PM
Was working on some Turok 2 maps for Christmas. Obviously I'm a bit late :P and still not done :( but thought I'd at least share the first map that's totally not from Sonic Heros Egg Fleet stage for PC.

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.

Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on January 04, 2018, 06:27:07 PM
Was working on some Turok 2 maps for Christmas. Obviously I'm a bit late :P and still not done :( but thought I'd at least share the first map that's totally not from Sonic Heros Egg Fleet stage for PC.

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.


Looks like fun man nice stuff.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on January 09, 2018, 02:19:01 PM
Was working on some Turok 2 maps for Christmas. Obviously I'm a bit late :P and still not done :( but thought I'd at least share the first map that's totally not from Sonic Heros Egg Fleet stage for PC.

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.


Yeah that looks pretty cool there I never played that Sonic so I don't even know the level but still :)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on March 16, 2018, 05:13:06 PM
(https://duke64nukem.files.wordpress.com/2018/03/20171109204105_1.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Jay Doomed on March 19, 2018, 10:42:53 AM
(https://duke64nukem.files.wordpress.com/2018/03/20171109204105_1.jpg)

Really cool evolution weapon and level. Leave it to 64 to capture the right moments in a screenshot.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: thebestmlTBM on March 21, 2018, 02:39:19 PM
Alright. Since I most likely won't do anything with the map anyway, here's the map - https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0 (https://www.dropbox.com/s/o8rjiajptgp2yw8/T2_DoomE1M1.zip?dl=0)
There's almost no actors in the map except for a few lights. You should probably delete that and relight the map correctly and place all that MP stuff I'm not sure how to do right now. Thanks man if you can get that to an MP map!

For sure I can edit all that. Thanks for allowing that and uploading. Its already added in the mix just needs a few more things and it will be done :)

(https://duke64nukem.files.wordpress.com/2017/05/20170531120928_2.jpg)

hell yeah guys that's going to be pretty bad ass :o Shit can't wait for that map pack ;)
Same here!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: ひまわりくん on March 25, 2018, 12:32:54 PM
Someone once told me a language barrier prevents people from communicating.

I said to hell with your barrier, I'm a free spirit.

Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Smoke39 on March 25, 2018, 03:42:32 PM
psst.  you transliterated "violence" wrong
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: ひまわりくん on March 25, 2018, 05:19:04 PM
psst.  you transliterated "violence" wrong
OPS.

\_( シ )_/
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: ひまわりくん on March 31, 2018, 04:32:20 PM
AND DONE:

(https://steamusercontent-a.akamaihd.net/ugc/171543462295390675/1999184AC36141FBBD897A27B2E2C1516CA1BD40/)



https://mega.nz/#!ClIUgQ6R!ZrDngDR5yd8QqaVVLohVCQ6SzOpLB_5OyFvibVO0M9s

This was fun, but holy shit how did I or anyone for that matter put up with playing T2 on the n64?

I don't know what's worse, a hangover right after NYE or a season of Turok 2 on the n64.

Some of the weapons had interesting names in Japan:

-MAG60 is called オートマグナム (lit. Automagnum)
-Cerebral Bore is called  ブラインブラスタ (lit. Brain Blaster)
-PFM layer is called サーチマインランチャー (lit. Search(?) Mine Launcher)
-Harpoon gun is called スピアガン (lit. Spear Gun)
-Torpedo launcher is called アクアマインランチャ (lit. Aqua Mine Launcher)
-Triceratops is called ツインキャノン (lit. Twin Cannons)


Off to work on the UI.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Duke64 on March 31, 2018, 05:59:23 PM
Off to work on the UI.

Nice man and should I wait for you to finish all parts before I put on Turok Sanctum or?
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: ひまわりくん on March 31, 2018, 07:18:37 PM
Off to work on the UI.

Nice man and should I wait for you to finish all parts before I put on Turok Sanctum or?
You could post it for now, the UI is gonna take me a while to get it to work.

Translating it isn't the issue, I can't get UI messages to display in Japanese.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on June 24, 2018, 05:54:39 PM


Remade my old T2 FEAR SFX replacement, changing several sounds around and making liberal use of the .ksnd text editing so there's less conflicting usage of sounds compared to outright replacing them.

- New menu sounds, ammo pick up sounds, and health pick up sounds
- MAG60 has its sound changed to the ceiling turret's firing sound, as it's previous sound had a burst of 5, not 3. Plus it needed some more beef.
- Tranquilizer and Charge Rifle has completely new sounds
- Shredder has an amalgamation of sounds put together (nail gun, metal thunk, cannon rotation), not too sure what to do with it but I'll leave it for now.
- Plasma Rifle had the double sound removed and sounds a lot cleaner.
- Firestorm Cannon had the entirety of its sound overhauled, almost 1:1 to the Minigun from Perseus Mandate.
- Grenade Launcher had its reload sound changed, but I might change it back to what it was previously.
- Scorpion is still WIP once I figure out how its draw and holster servos work, new reload servo sounds.
- Explosions have been tweaked some.
- New impact effects, ricochets, and gib effects.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on July 25, 2018, 10:28:46 PM
I have a question, but is there a way to add in a Low Health indicator, much like the Low Oxygen indicator where Adon would tell you you're running out of air?
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on July 25, 2018, 10:45:40 PM
If u don’t get an answer by the the time I can do some modding tomorrow I’ll try to whip something up for u that u can drop into the ontick section of the player script.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on July 26, 2018, 10:16:47 AM
Another question, and it's a feature I sorely miss in the first Turok, but how does one get enemies to make impact sounds when they melee you?
It's entirely absent in 2 and the attacks feel less impactful.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on July 26, 2018, 10:36:14 AM
That's something I'll be adding for my own project. The only way I can think of doing it is by going into each enemies melee animations and adding a flag that spawns a particle projectile.  The projectile only goes so far before destroying itself. If it hits an object it makes a sound and spawns blood or sparks or whatever. I've done this for the warblade, razor wind, and nuke weapons already but I did it by way of script. I'm sure it can be done using the Fireseed model and animation editor for monsters which I think is the best way to do it.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on July 26, 2018, 07:42:57 PM
Ok here man this will do things when the player's health is below whatever you want. Place it anywhere in the OnTick section of the players script file which you must add yourself if you haven't yet:

Code: [Select]
float PlayerHealth = self.Health();

if (PlayerHealth <= 10 && ShowOnce != 1)
{
      Hud.AddMessage("Danger Low Health",120);
ShowOnce = 1;
}
else if (PlayerHealth > 10 && ShowOnce == 1)
{
ShowOnce = 0;
}

Just change the 10 to whatever you want as well as the "Danger Low Health" message. You'll also need to put this:

Code: [Select]
int ShowOnce = 0;
up in the top section of the player script where other variables are declared.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on July 26, 2018, 09:32:19 PM
Ok here man this will do things when the player's health is below whatever you want. Place it anywhere in the OnTick section of the players script file which you must add yourself if you haven't yet:

Code: [Select]
float PlayerHealth = self.Health();

if (PlayerHealth <= 10 && ShowOnce != 1)
{
      Hud.AddMessage("Danger Low Health",120);
ShowOnce = 1;
}
else if (PlayerHealth > 10 && ShowOnce == 1)
{
ShowOnce = 0;
}

Just change the 10 to whatever you want as well as the "Danger Low Health" message. You'll also need to put this:

Code: [Select]
int ShowOnce = 0;
up in the top section of the player script where other variables are declared.

My problem with adding stuff like that is finding the file I need to edit in the first place, where exactly do I find the script that edits the player?
Is it the one that's in the game/defs/actors?
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on July 26, 2018, 10:19:20 PM
You have to define a script to the player.def file so it can use new scripts. I’m not sure if this is for u right now. Maybe start using BehemothProgrammer’s MP addon as a base. It has everything already separated into scripts. U can easily drop your new sounds into it with no problem.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on July 29, 2018, 08:32:34 PM

More progress
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on August 12, 2018, 10:57:39 PM
EVEN MORE PROGRESS!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: thebestmlTBM on August 13, 2018, 03:08:28 PM
Not bad.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on August 15, 2018, 12:24:57 AM

Testing out a grenade trail SFX from bioshock on the Endtrail's grenades, not too pleased with the result as it doesn't follow the projectile so no matter where you are the sound will be at where the endtrail grenade particle was created.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on August 17, 2018, 02:50:57 PM
If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on August 17, 2018, 09:51:30 PM
If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.

That's exactly what I did, Endtrail_grenade.particle with my custom sound. The problem is that the sound does not follow the particle at all, just where it was spawned.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on August 18, 2018, 01:59:50 PM
That sucks.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: BehemothProgrammer on August 19, 2018, 11:00:57 PM
Maybe try doing one of the play sound events on tick in the particle.
(https://i.imgur.com/mJNwzZV.jpg)
Code: [Select]
[11] //active
{
eventID = 0 //Play Sound
params = { 15210.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 }
}

If one of the play sound events don't work try the others. And if the sound keeps playing every tick set bOneInstancePerSource = 1 in the sounds .ksnd file. And if none of that works then I guess you'd need to do scripting.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on August 20, 2018, 09:27:03 AM
Hey that's a good tip. I could use this myself in the future. Thanks Behemoth.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on August 22, 2018, 12:14:36 PM

Found the sound Terminator 2 uses for its shotguns, wanted to test it in Turok 2 if it fits the shotgun. Result is, kind of?
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on August 24, 2018, 09:25:55 PM
-snip-

Sorry for the late reply, but I had tried this and unfortunately it did not work.
I'll have to cut it out completely since I don't know anything about scripting, and I don't want this mod to get too ambitious with things that don't need to be changed. Thanks for the help, though!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Sharev on October 02, 2018, 02:35:07 AM
Hello everyone! After months of lurking and using these forums as a guide for Turok 2's Kex Editor, I've finally decided to make an account to show off what I've made so far. The three shown maps are all a little further along than these videos show and you can finally travel between them using the teleporter, I just decided to hold off on recording again I have more to show.





Additionally, does anyone happen to know how to raise the ceiling sector height? Any time I make them they default to a height of 0, and I can't find anything to fix this.

Edit Immediately After Posting: Of course I'd manage to post this before I finished writing it out and figuring out how to embed links...
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: vis on October 02, 2018, 06:02:28 AM
Welcome on forum!  :feather:
Imo, i would play, day and night, all maps with red-ish fog and sky, plus oblivion force in, (horror vibe to, a bit, hehehe, can't go wrong!) Well done! And i would like to see it, in mp and co op mods, one day! (still waiting updates for remaster, to make it near classic quality, for mp part) Have good work on your all T2 projects!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on October 02, 2018, 08:22:28 AM
How would I go about replacing the black fog in the death marshes with white fog? I never understood why there was so much black fog when it should have been white fog.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Sharev on October 02, 2018, 05:21:23 PM
Thanks for the warm welcome Vis! A horror vibe is absolutely what I'm going for with that map, largely in part to how much fun messing around with the lighting and fog can be. Right now I'm focused on balancing it for a single player experience which may be a bit tricky because the player can visit any of the maps as soon as you get to their warp point (which are all in the main town area), but I think that can managed by careful ammo placement. While I still intend to make 2-3 more maps for this set before I release it, I may upload an alpha build of the first 3 that've been shown already when they're done since they're getting close, rather than waiting to release anything until it's 100% done.

To answer Victorious_Games, if you open up the maps for the Death Marshes, select a sector and then right click "Select-All" sectors, you should be able to change the fog for the entire map under Properties, and then "Fog Settings". "On Land" changes the color of the land-based fog, while "Under Water" changes it for when you're under water.   ZFar and ZNear change the distance the fog sits at, with an option for the water variants listed under that. Black fog/Skybox appear as the default for new sectors, and I've yet to figure out a way to re-enable black fog after changing it past it's default, but what you're proposing should be easy enough to accomplish. The fact there's 11 maps to tweak for the Marshes will likely be more time consuming than the act of actually changing the fog color lol.

Edit: I found the post by ilgm about holding Shift while moving the vertex to move the ceiling sector, and what do you know- it worked. Now the Hive Map pieces won't be broken by jumping through the ceiling constantly!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on October 02, 2018, 11:56:58 PM
That did the trick. Thanks man. Now I can bring back some of that foggy jungle goodness from Turok 1. It’s not necessarily a jungle, but it’s the closest thing Turok 2 has to one. Ill probably do the same for the non underground sections of the Lair of the Blind Ones maps too. Thanks again.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on October 03, 2018, 08:28:07 PM
Ok so I did the fog changing trick u told me to all the maps but there are still sections of the maps that are not registering the new fog colors. Is there any way to make sure that all of the sectors are actually selected and use the new fog settings? Or do I have to go through each map and check for spots that aren’t using the new fog color? The znear values are transferring to all the regions as they should but the colors are not.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Sharev on October 04, 2018, 04:09:07 AM
I'm glad to have been of help!

In the past while doing mass-sector changes I have had issues with not all of the sectors actually changing, but I find manually reapplying the desired color with all sectors selected again often (but not always) fixes it. As in, deselect everything with Escape, re Select-All sectors and manually re-change fog color. It may say it's already white fog, but that's only for the one you've selected, and that can often be misleading if you've selected a whole bunch of sectors. In my experience this usually fixes it, at least with custom maps. It's possible that the tool has some kind of limit when it 'select-all's the sectors so you may want to try 'Select-All'ing from a different sector, but that's totally a guess and is very likely just me not realizing I've already selected something thus throwing off everything.

If that doesn't fix it, I'd suggest manually tracking down one or two of these wrong sectors and looking through all of the 'Fog Settings' for it, since it'll likely be resulting from there. While it doesn't necessarily sound like it, it could also be the result of having the sun and sky turned off in some areas, or something to do with lighting since there's a way to make negative lights that make areas darker. I'm not sure if that effects fog color, but I can see it being a remote possibility. Best of luck!
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Victorious_Games on October 04, 2018, 08:26:10 AM
Thanks man. I’ll try reselecting all in different sectors to see if that works. If not then I’ll go through the maps manually and find each sector that isn’t using the new fog color. I’ve already done it for 1 map. It won’t kill me to have to do it to the others. Thanks again.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Raptor Dan on February 13, 2019, 11:44:58 AM
Worked on this awhile ago, its meant to be a re-imagining of the Turok 1 shotgun using the Turok 2 assets. I might do all the other weapons too
(http://i.imgur.com/BKf4LdQ.png)

I have to ask, but do you still have this model?
The Turok 2 shotgun always bothered me design wise and it would be nice to have a conventional alternative.
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: DoomMarine23 on February 12, 2020, 12:11:14 AM
Its been awhile guys, but here is an M16A2/A4 I'm working on for Turok 2. I'm in the middle of texture painting, and then I need to clean up the model, and add some extra detail like the actual indent in the carry handle. So its going to be a few more days, but I think its going well, and it should be in game soonish.

The picture "in" Turok 1 is just the weapon camera from BP's Turok 1 tools I am using to prototype with. Just a picture, lol, not actually in game  :grin:

(https://i.imgur.com/bD1O8sQ.jpg)
(https://i.imgur.com/GLeD0Sp.png)
(https://i.imgur.com/RwTJnNv.jpg)
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: Dinomite on February 13, 2020, 04:57:46 AM
Its been awhile guys, but here is an M16A2/A4 I'm working on for Turok 2. I'm in the middle of texture painting, and then I need to clean up the model, and add some extra detail like the actual indent in the carry handle. So its going to be a few more days, but I think its going well, and it should be in game soonish.

The picture "in" Turok 1 is just the weapon camera from BP's Turok 1 tools I am using to prototype with. Just a picture, lol, not actually in game  :grin:

(https://i.imgur.com/bD1O8sQ.jpg)
(https://i.imgur.com/GLeD0Sp.png)
(https://i.imgur.com/RwTJnNv.jpg)
Looks nice and legit.  :grin:
Title: Re: Turok 2 Seeds of Evil WIP Projects
Post by: DoomMarine23 on February 19, 2020, 05:16:59 PM
Hey guys, just a small update on the M16A2 I was working on. I am still working on the textures and the model needs some work, but I've scaled the carry handle correctly and added its groove for the back sight. I also finished the front sight, which was pretty broken in my last picture. The scope is just a placeholder but its a taste of things to come.

(https://i.imgur.com/zWIL0fR.jpg)