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Messages - ひまわりくん

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11
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.

12
AND DONE:





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.

13
psst.  you transliterated "violence" wrong
OPS.

\_( シ )_/

14
Someone once told me a language barrier prevents people from communicating.

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


15
Turok Rage Wars / Re: Official Guide
« on: March 09, 2018, 07:05:04 PM »
Just got this guide in the mail today :D

Here's an image of the back cover. Those realistic movie portraits lmao  :grin:


I have those, duke should add them as avatars for the forums.





16
I wanna share some tips regarding the level editor, which I found and used myself to create my level.

Quote
Moving Objects, the Easy Way

Let's say you're working on your map, but there's an Actor/Mesh you want to copy/move all the way to the other side of your map and you don't want to drag it all the way there.


"Yes, this guy will do it"


"Copy that"

Well all you have to do is select the actor/mesh you want to move and then find an actor/mesh close to where you want to move it and select it, so you should now have two actors/meshes selected.



Now take a look at the coordinates of both actors selected, the Editor always remembers your last selection, so it doesn't matter if one actor is at 0,0,0 and the other is at 2000,1050,-350, the Editor will prioritize the last object selected in the transform bar, now go ahead and put your cursor as if you were to manually edit the coordinates and press Enter once for each axis.



And just like that, the priest is now close to where I want him to be, and it doesn't matter if you want to move one or 100 actors/meshes, this little trick will always work.

Quote
Creating Pixel Perfect Ceilings

So you're working on your map when this temple comes in and slaps your face demanding pixel perfect ceilings.



What do you do?
Well you make that temple your bitch.

First you start by laying down your vertex points on the floor as you normally would.



Next, with ray trace turned on, lay 6 (or more) vertex points around the edges of where the ceiling would start.



After you've laid down all these "ceiling" vertex points, select all of them.



Once you've selected all of the above, select one vertex point at ground level (FIG. 1), move to the transform bar, then under the Z axis, double click on the number there and press Enter (FIG. 2).


"FIG. 1"


"FIG. 2"

And bingo! Now your vertex points are at ground level, but we're not done here, let's make sectors AROUND the building.



Now that our regular sectors are around the building, it's time to make sectors with ceilings.



This is how it should look like when you're done, pixel perfect ceilings, now Turok won't be able to clip through the mesh!

Hopefully this will make someone's life a bit easier whenever they are ready to make a new map.

17
Turok General Discussion / Re: Why the switch between tribes?
« on: February 02, 2018, 08:22:30 PM »
Story time.

Welcome dude always nice to see more fans of Turok :) Coyote that is some awesome pics man.

Ahhhh!  Curse you photobucket.  Are these images now lost to time?
Not really, I forgot I uploaded them to steam when the Turok page went live

https://steamuserimages-a.akamaihd.net/ugc/481147707244075751/2EF9795CEBF2B32099686B3EE1C80C84C640FC2D/
https://steamuserimages-a.akamaihd.net/ugc/481147707244081226/8EF5838DDCE7AE4C35B1619F61E68011011E6501/

18
Turok General Discussion / Re: Interview with Darren Mitchell
« on: February 02, 2018, 08:19:33 PM »
THE VOICES JOSH, WHAT DO THEY MEAN?

19
Turok 3 Shadow of Oblivion / Re: My opinion on Turok 3's cliffhanger
« on: January 25, 2018, 06:06:32 PM »
tl:dr version of mine

-Adon saves Joshua and both disappear, council writes them off as dead/missing, Joseph and Danielle also believe they're dead
-Timeskip to Danielle's kid becoming Turok at 18 years old, the council then use him to do their bidding with the help of Yvree
-Kid goes around the lost land, crushing several groups who try to rebel against the council of voices (no one knows who's behind these uprisings or the reason behind these uprisings)
-the council however has been hiding their true intent, which is to unify the lost land and earth, in doing so, it would lead to severe destruction across multiple planets, including earth (which is why they wanted to get rid of Joshua and Adon in the first place, they knew both of them would oppose their plan)
-the uprisings gain even more momentum and it's revealed that Adon and Joshua were behind these uprisings and gained knowledge of the council's true intentions long before Danielle's kid was born
-Josh and/or Adon sacrifice themselves to save the kid from Yvree and the council's guard, kid fends off the council's guards and kills Yvree
-kid's left with 3 choices, unify the lost land and our universe, knowing that billions would die, strand the lost land, which would mean that no one could reach Galyanna anymore ultimately leaving it to fend off for itself or sacrifice himself alongside the light burden to unify the lost land and the universe through the netherscape, there'd be no destruction, but ultimately would leave the universe without Turok protecting it

20
Did all I could to get the map ready for steam following advice given by Badger and behemothprogrammer, fixed stuff around and as such, the level is now available in the steam workshop.

http://steamcommunity.com/sharedfiles/filedetails/?id=1277685007

Also, uploaded a revision of the level for turoksanctum, Duke if you could, please update the turoksanctum post with the new kpf, but do keep the older version for archiving purposes.

Badger, I hope you don't mind me using some of the pictures you posted for the steam workshop page, I will pay you in doritos  :treasure: :treasure: :treasure:

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