Turok: Dinosaur Hunter Forums!
Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Duke64 on January 18, 2017, 01:50:23 PM
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Post WIP screenshots or videos here. Map, mods, or any Turok 1 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 ;)
I will start it off with a few screens from projects I am working on soon to release.
These are two different levels.
Doom 2 level 1 Entryway: Ancient Entryway
(https://duke64nukem.files.wordpress.com/2017/01/20170102153320_11.jpg)
All new map: No name yet
(https://duke64nukem.files.wordpress.com/2017/01/jungleab2.jpg)
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Do my eyes deceive me?? Doom in Turok?! Whatever the other level is it looks well designed buddy. Can't wait :)
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Do my eyes deceive me?? Doom in Turok?! Whatever the other level is it looks well designed buddy. Can't wait :)
Yeah I know my Doom buddies are going to appreciate this one :) I'm trying my best to create the level in Turok it has proven very tough so far. The first room on the left of the corridor with the pillars that lower is proving to be tough because there is switches on them. I'm going to have to improvise and make them activate by other means.
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I bet its a pain in the ass yeah. Good luck either way i'm sure it will be fun. 8)
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What about a sector that activates the switches. Put the sector where the switches would be then boom you got it :)
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Yeah those switches even the pillars are tough themselves. But I think I can improvise somehow yeah a sector activation to a secret area or I can just make the wall where Turok can just walk through with skulls facing it like I have it now well that is more like a Turok secret to me. I'm having trouble with that area regardless of the switches but I will pull through oh yeah xxD. Going to try now! This levels already driving me mad ;)
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I think I got some of it working you walk up to this switch and they go down :) its between the pillars instead a little improvising. But they do lower down now also. Still not done in this room though.
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-3.png)
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-6.png)
Random outside pic
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-7.png)
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I think I got some of it working you walk up to this switch and they go down :) its between the pillars instead a little improvising. But they do lower down now also. Still not done in this room though.
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-3.png)
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-6.png)
Random outside pic
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-7.png)
That looks good though :o waiting to play already.
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I think I got some of it working you walk up to this switch and they go down :) its between the pillars instead a little improvising. But they do lower down now also. Still not done in this room though.
(https://duke64nukem.files.wordpress.com/2017/01/2017-01-18-3.png)
That looks really interesting the pillars area. Nice job! Remember if you want someone to test it and give suggestions I am your guy :)
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I will need someone to test it yeah. I will mention when its ready for that if I sent it now you would see things xD But its near that stage. Its a small level but its hard to improvise specific details of another engine. That's what I wanted to do at first was "bend" the editor to create things other engines have made. But I realized I can't have a Duke map and no DOOM! This was the best fit for me, though I wanted to do Doom 64 level 1 (I imagined all the problems that level would bring lol) which is still an idea some time in the future.
I'm really focused on the other map I showed because its another brand new one :) more freedom!
Plus this Doom map is nearly done final touches and gameplay though.
(https://duke64nukem.files.wordpress.com/2017/01/doom2mapc12.jpg)
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Just let me know and I'm down! Good luck with that other map man you need to give it a name already xD
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Sixty Four I can't wait to play this Doom map. I already played the Duke remix level man really neat ideas. Glad you all got an editor and the other new level looks good. I probably won't use the editor for awhile I'm knee deep in a wad I'm working on and helping out with the Soul Sanctum wad with you guys. Awesome work I will definitely play!
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Doom 2 level 1 Entryway: Ancient Entryway
(https://duke64nukem.files.wordpress.com/2017/01/20170102153320_11.jpg)
That Doom entrance looks beautiful, anticipated!
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Sixty Four I can't wait to play this Doom map. I already played the Duke remix level man really neat ideas. Glad you all got an editor and the other new level looks good. I probably won't use the editor for awhile I'm knee deep in a wad I'm working on and helping out with the Soul Sanctum wad with you guys. Awesome work I will definitely play!
I'm really glad you are helping me with some kinks in the wad Soul Sanctum. Yeah these two maps are slowly being worked on. If I was really focused they would both be done. But I'm a bit busy with something atm. These aren't the only two maps I have started they're just the most built. I like to switch it up and keep it fresh myself. Just something I do idk. But the Doom map is real close to done its just a matter of when I get a moment to sit down with it. I plan to and when I do the map should be about 90% done after that and I can send it over for quick testing.
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Mag 60 mod its not perfect it needs quite a bit of work on the model itself and its not the model from Turok 2 remaster before anyone assumes that somehow.
Snake Plissken was a big help with the kmat file for this and getting textures working out. As I had some troubles with getting the textures correct. https://duke64nukem.files.wordpress.com/2016/12/y2.jpg
EGT does the music here: https://elguitartom.bandcamp.com/album/egt-doom-covers-remastered
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Wow i need it dude
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That is pretty bad ass man I would use it. I don't like new weapons very much but that is acceptable and its pretty good for Turok 1. Its like the Mag 60 before Turok 2's Mag 60. You know how the Rage Wars Mag 60 is upgraded from Turok 2's also. Nice one.
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Is there anyway to download it? I don't mind if its WIP its already a really nice one! Fine how it is. Anyways, when Turok 2 releases you can simply switch the model and use that one. But I kind of like how this one is man reminds me of a perfect dark weapon like the comments say's. But I can tell its a mag 60 there in Turok 1 like Jay said^^
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I sent it to you in pm sure if you want it, I don't want to share LINKS yet because its not 100% done. The video is near done though. Would like to note that wiithout snake's help with kmats it would of taken me sometime to study on kmat files. I don't do very much work with models tbh but I got it into the game lol. Hmm models are probably my weakest point xD I can get them in the game and stuff so I'm satisfied with that lol but actually fixing and making sure newly added textures work is hard for me in model softwares. Its hard because I never tried much with models, most games I have edited use sprites. Still a bit confused why the textures appear fine on my model but they are flipped inside out when rendering :o
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That might be because the faces are inverted; In some cases it wont show until you render it.
Its expected when you rip models from N64 games with that plugin.
Just select the wole model and flip them (I believe in some programs the action is called "reverse vertex order"
Also, some games give out a duplicate model with an all black texture which you have to delete (turok2 is an example)
Final note is to weld vertexes so the lighting applies better to the model. In this case you have to specifically select the vertexes and then choose some option along with "weld to nearest", and make sure the value is really low so it only connect the vertexes that are touching themselves.
This probably does a better work explaining:
https://www.vg-resource.com/thread-16126.html
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That might be because the faces are inverted; In some cases it wont show until you render it.
Its expected when you rip models from N64 games with that plugin.
Just select the wole model and flip them (I believe in some programs the action is called "reverse vertex order"
Also, some games give out a duplicate model with an all black texture which you have to delete (turok2 is an example)
Final note is to weld vertexes so the lighting applies better to the model. In this case you have to specifically select the vertexes and then choose some option along with "weld to nearest", and make sure the value is really low so it only connect the vertexes that are touching themselves.
This probably does a better work explaining:
https://www.vg-resource.com/thread-16126.html
That actually does help quite a bit thanks man and the link explains the hole 9 yards xD Pretty much what I was going through there, flipped vertices and stuff. Uggh models maybe in time they will grow on me. I learned a bit doing this one though.
Fun though I think I will go back to making level and come back to this soon.
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(http://images.akamai.steamusercontent.com/ugc/90469956944387629/050F5F7922EBF10A49315FC465E2B67643EDD63A/)
(http://images.akamai.steamusercontent.com/ugc/89344691207993672/F6B9D3ED757C95CECFC479C1BC80F0332FBB1E52/)
(http://images.akamai.steamusercontent.com/ugc/89345132737246677/7BFCD1D48ED23981CC80D031961E14A245DED2CF/)
Not going to be done for quite a while, but I think i can post an alpha in the workshop sometime soon.
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Nice i ne! Like the treetop village looking scene. Hope to see it complete :)
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Nice i ne! Like the treetop village looking scene. Hope to see it complete :)
Thanks :D
It's going to be part of a town with non hostile npcs. Youll be able to drop to the bottom, fight stuff, and warp back up. I might make switches for unlockable furniture and rooms for your house as well. Ideally a massive rpg map.
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Not going to be done for quite a while, but I think i can post an alpha in the workshop sometime soon.
I like the way you flipped the bridge segment to make a covered walkway. That's clever.
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Those look nice interesting idea for gameplay though. Nice to see some more in this topic also. Hey curious here but what does PS9 mean?
Don't tell me I'm so far behind Playstation 9 is out already :o
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Those look nice interesting idea for gameplay though. Nice to see some more in this topic also. Hey curious here but what does PS9 mean?
Don't tell me I'm so far behind Playstation 9 is out already :o
Lol, the lost land kinda jumbled technology so you got a console that's made of marble and plasma tubes :P
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Lol, the lost land kinda jumbled technology so you got a console that's made of marble and plasma tubes :P
Lol so I was right it is a Playstation xD Also, making a table out of them. Reminds me of a Duke 3d technique I like that.
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Hey Dinomite is that what you look like? You should go wireless and have the technicians wire an i7 chip directly to your optic nerve on each side :o.
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Hey Dinomite is that what you look like? You should go wireless and have the technicians wire an i7 chip directly to your optic nerve on each side :o.
No way man, that aint me, it's LazyGameReviews lol!
Nice map!
Thx!
(http://i.imgur.com/Mz1s4uR.png)
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I just spent the better part of 2 days rebuilding a section of that map and I'm still not done fixing it. All for like 5 minutes of gameplay! I gotta finish this sukka. I might need more help. :D
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Looks awesome! Just ask if you need help with something :)
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I just spent the better part of 2 days rebuilding a section of that map and I'm still not done fixing it. All for like 5 minutes of gameplay! I gotta finish this sukka. I might need more help. :D
I'll be here too, if you need help on things.
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I'm nearly done, I hope by the end of this week I'll have my level dialed in. https://www.dropbox.com/s/6i5cgwulxcyu3ol/HizouseHub.jpg?dl=0 (https://www.dropbox.com/s/6i5cgwulxcyu3ol/HizouseHub.jpg?dl=0)
I only have to finalize weapon placement and enemy placement and ammo locations. Map is done.
zing - Gazer
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I was in the middle of writing a post about how this didn't feel like it had a place in the game when inspiration struck for a possible solution. It didn't pan out, but it led me to another idea that I think might work.
Anyway, the idea is that sergeants will drop an "energy adapter" once you get the assault rifle. This'll give you a way to use the energy cells they drop before you get the pulse rifle, and also give an explanation for why the fuck they shoot red plasma from ordinary rifles. I'd also change cyborg projectiles to cyan, since they visually have real pulse rifles, so everything would finally be nice and consistent.
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I think that looks like something I would like in my level. I think I read a part of a Turok 'graphic novel' once. I don't know the story of Turok as depicted in the literature. If I was good at modeling with a outside proggie, I would build an oldschool shooter level with this editor. A few brick and mortar square building blocks, and other new textured walls and floors and you could build a cool Doom style shooter with this editor. Where the rifle shoots red plasma from a experimental military upgrade to battle demon spawn! lol I humor myself with 12 year old creativity. ???
looks cool Smoke.
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Doom 2 level 1 Entryway: Ancient Entryway
(https://duke64nukem.files.wordpress.com/2017/01/20170102153320_11.jpg)
64 is letting me finish this level and post it! I wont let you down. Coming Soon :)
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64 is letting me finish this level and post it! I wont let you down. Coming Soon :)
Yes, just be sure to keep the .txt file I have inside the KPF and add what you do into the text file with your name.
Good work guys looks nice! Love seeing new stuff.
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Killer Ahi lurking :o
rotflmao - gazer
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Hey guys, I hope this thread is alright with all of you. I have a lot of WIP content for Turok 1 & 2 so I decided to make a thread not just for me, but for everyone to use. I figure that some of us are probably in the middle of cool projects that we want to show, but don't feel are ready for release or a dedicated thread just yet. I hope that by having a public place to share our work, we can help motivate each other and motivate other people to get involved with modding! I figure if you guys are cool with this one, I'll make one for Turok 2 soon.
Right now I'm working on various pieces of content I intend to be modder's resources. First I'm bringing back the beta tomahawk as a new full weapon and soon with custom animations & sounds. Second I designed a double barrel shotgun for fun but decided it was actually kind of cool. Hope to get this in the game someday when object conversion supports multiple nodes for animation. Third is something I think will excite some, a bunch of dead body props which will be part of a big prop pack for mappers.
I got a lot more stuff to show but I think this was a good first batch ;)
(http://i.imgur.com/owdowio.jpg)
(http://i.imgur.com/G2G3Fco.png)
(http://i.imgur.com/sCYJ2tS.png)
(http://i.imgur.com/SJqiMUh.png)
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Well we have seen the axe a few times already from snake and 64 before :) but it is cool! Shotgun is nice but the grunt soldier floating is awesome. So I can send him screaming into the water lmao love it.
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Like the stuff so far, I'd like to see those weps in action sometime, Marine.
Got my own thread already to post things (2 separate ones actually) but I feel this is a good thread to give inspiration to anybody reading looking to mod.
HD vanilla catacomb textures (stand-alone release upcoming)
(http://i.imgur.com/tUX78iy.jpg)
I haven't been a modder for very long, if I told myself from months ago that I'd be doing what you see above, I wouldn't believe it. Don't be scared of experimenting with stuff, it might turn into something unique.
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Any updates on this one Jay??
Doom 2 level 1 Entryway: Ancient Entryway
(https://duke64nukem.files.wordpress.com/2017/01/20170102153320_11.jpg)
64 is letting me finish this level and post it! I wont let you down. Coming Soon :)
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Uh oh should we combine wip threads? What you guys think? Its okay if you want your own thread though. All I really know is I'm happy to see somethings being worked.
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Like the stuff so far, I'd like to see those weps in action sometime, Marine.
Got my own thread already to post things (2 separate ones actually) but I feel this is a good thread to give inspiration to anybody reading looking to mod.
HD vanilla catacomb textures (stand-alone release upcoming)
(http://i.imgur.com/tUX78iy.jpg)
I haven't been a modder for very long, if I told myself from months ago that I'd be doing what you see above, I wouldn't believe it. Don't be scared of experimenting with stuff, it might turn into something unique.
That is a nice texture dude. I like how you base them off the actual texture though really cool. Keep up the nice work.
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(http://i.imgur.com/G2G3Fco.png)
Shotgun reminds me of something I have seen in a Doom wad (what have we not seen in a Doom wad though lol) and I think its really cool to see here and to see the shotgun made into a double barrel love that.
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Uh oh should we combine wip threads? What you guys think? Its okay if you want your own thread though. All I really know is I'm happy to see somethings being worked.
Oh man, that is embarrassing. Somehow I didn't notice the WIP projects thread, lol. I suppose I'll re-purpose this thread for my own projects and also post my stuff in the WIP thread as well.
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That is a nice texture dude. I like how you base them off the actual texture though really cool. Keep up the nice work.
Thanks! I started texturing vanilla because i notice some textures haven't been touched at for T1. With a lot of focus on T2 (and nothing bad about that, actually better that way) I wanted to get things rolling with the uncommon textures. Some of the plans after carvings is more enemies as well as level 8 stuff, but the last one in particular needs special care for hd imo.
Oh man, that is embarrassing. Somehow I didn't notice the WIP projects thread, lol. I suppose I'll re-purpose this thread for my own projects and also post my stuff in the WIP thread as well.
It could be an inspire and help thread, I'd change the name if possible to whatever you choose for organization purpose.
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Oh man, that is embarrassing. Somehow I didn't notice the WIP projects thread, lol. I suppose I'll re-purpose this thread for my own projects and also post my stuff in the WIP thread as well.
Its alright lol I can even combine it with the other after all if you wished. Really doesn't matter heh. I probably should of had the wip threads pinned when I think about it.
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Doom 2 level 1 Entryway: Ancient Entryway
(https://duke64nukem.files.wordpress.com/2017/01/20170102153320_11.jpg)
64 is letting me finish this level and post it! I wont let you down. Coming Soon :)
Any updates on this one Jay??
Yeah the update is 64 took the map back xD he decided to do something special with it. Which I don't think he is ready to share yet.
Its alright lol I can even combine it with the other after all if you wished. Really doesn't matter heh. I probably should of had the wip threads pinned when I think about it.
If its WIP threads it will get out of hand and unorganised
So lets make it that everyone has their own thread when they are ready to post.
Yeah let's combine the wip threads to avoid messiness, 64 told me to go ahead and do it. We can have our own threads for the releases! Yes it should of been pinned before. No problem and don't worry about it.Like the stuff so far, I'd like to see those weps in action sometime, Marine.
Got my own thread already to post things (2 separate ones actually) but I feel this is a good thread to give inspiration to anybody reading looking to mod.
HD vanilla catacomb textures (stand-alone release upcoming)
(http://i.imgur.com/tUX78iy.jpg)
I haven't been a modder for very long, if I told myself from months ago that I'd be doing what you see above, I wouldn't believe it. Don't be scared of experimenting with stuff, it might turn into something unique.
Beautiful texture design dude.
(http://i.imgur.com/owdowio.jpg)
(http://i.imgur.com/G2G3Fco.png)
(http://i.imgur.com/sCYJ2tS.png)
(http://i.imgur.com/SJqiMUh.png)
Awesome shotgun and really cool idea to give them dead floating animations on the model since they normally don' die in water that's really cool. Keep up the awesome work everyone.
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Are they weapon replacements? Or they are gonna have their own weapon slots?
Depends on how everything works out. I'd like them to be additional weapons but I might just make em upgrades or somethin. Who knows? I might just do big weapon packs so people can play different level packs with different weapon packs.
Felt I should also point out, my work will always be open for people to play with and use for their own work. Making cool stuff is important to me, but letting others use my cool stuff to make their cooler stuff is even more important. 8)
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Still needs a lot of work but...
Coming soon to a Turok near you.
(http://i.imgur.com/HeAFSEi.png)
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Still needs a lot of work but...
Coming soon to a Turok near you.
(http://i.imgur.com/HeAFSEi.png)
That's really nice you know Turok has an M16 in the comics. Really cool dude hope to see it.
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Thanks man, yeah in the comics they had so many guns. I'd love to just, make tons of gun packs that people could play with the original games or levels, just because Turok himself uses so many different weapons. Here, have an ingame preview
(http://i.imgur.com/HmF7Sdk.jpg)
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Thanks man, yeah in the comics they had so many guns. I'd love to just, make tons of gun packs that people could play with the original games or levels, just because Turok himself uses so many different weapons. Here, have an ingame preview
(http://i.imgur.com/HmF7Sdk.jpg)
That is really nice there man and I know 64 is going to love the M16 look at Turok Dinosaur Hunter comic #33 cover :)
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100% REAL NO PHOTOSHOOP
(https://duke64nukem.files.wordpress.com/2017/09/20170922213646_2.jpg)
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100% REAL NO PHOTOSHOOP
(https://duke64nukem.files.wordpress.com/2017/09/20170922213646_2.jpg)
LMAO REAL 100% LYNX MAP
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I'm working on my map here and it should be done really shortly. I already have Sixty Fours 3 keys to open the portal exit scripts set up and the level can be completed now. Don't have a name yet should be soon. Its a smaller map inspired by Doom 1/2 level sizes. Won't be to big but at least its another map.
(https://doomforever.files.wordpress.com/2017/09/20170925155246_1.jpg)
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I'm working on my map here and it should be done really shortly. I already have Sixty Fours 3 keys to open the portal exit scripts set up and the level can be completed now. Don't have a name yet should be soon. Its a smaller map inspired by Doom 1/2 level sizes. Won't be to big but at least its another map.
(https://doomforever.files.wordpress.com/2017/09/20170925155246_1.jpg)
Looking niice.
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Looking niice.
Who I learned from? xD Map nearing finish.
(https://doomforever.files.wordpress.com/2017/09/doomj1.jpg)
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o nice looks good. Can't wait to try it out.
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o nice looks good. Can't wait to try it out.
Thanks yeah I know its kind of small with a few areas. But now I know a lot more about the editor and setting up single player campaign gameplay. The next map should be larger :) I will release this map this week I think.
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Looks good waiting to play.
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Working on snow textures and Santa sleeves.
(https://i.imgur.com/b1EdRKF.jpg)
Akimbo Shotguns
(https://i.imgur.com/8rZAUrO.jpg)
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Akimbo Shotguns
Are they lever-action? You can't have akimbo shotguns without the Terminator twirl.
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Akimbo Shotguns
Are they lever-action? You can't have akimbo shotguns without the Terminator twirl.
Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation :(
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Are they lever-action? You can't have akimbo shotguns without the Terminator twirl.
Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation :(
That's a bit much to try to do with just a hex editor. I can split it into 2 nodes for you if you want.
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Are they lever-action? You can't have akimbo shotguns without the Terminator twirl.
Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation :(
That's a bit much to try to do with just a hex editor. I can split it into 2 nodes for you if you want.
Sure, I'll send it over when I get the time. I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly.
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I'm curious though, do you have some kind of process for doing this? I'm totally willing to go through a lot of bullshit to get the nodes working, cause I had a lot of other guns I wanted to animate properly.
I implemented kaisers model format notes as C++ data structures. They can load and save models, and I've been gradually adding some general-purpose functions, but for model-specific changes I write a dedicated function and recompile the program. Not terribly efficient, but it hasn't been bad enough yet to drive me to research GUI libraries. :b
Can fireseed import skeletal meshes properly? Converting from T2 to T1 is pretty generic functionality. I could maybe put together a reasonably user-friendly T2->T1 command line tool.
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This is amazing! Although I would like to see the Turok Themed Version of Knee Deep In The Dead!
Where it has a whole map in one episode kinda like the Doom Wad called "Knee Deep in ZDoom"
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Some map i'm working on :)
(https://duke64nukem.files.wordpress.com/2017/10/20171029194651_1.jpg)
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Some map i'm working on :)
(https://duke64nukem.files.wordpress.com/2017/10/20171029194651_1.jpg)
Nice man.
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Nice man.
Thanks aye. I have something for you :)
Jungle Falls (my first turok map) vs my brand new old map xD On the same scale/view.
(https://duke64nukem.files.wordpress.com/2017/11/20171104220325_1.jpg)
(https://duke64nukem.files.wordpress.com/2017/11/20171104220317_1.jpg)
As you can see its not done there is more sectors to do but still the comparison...
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Nice man.
Thanks aye. I have something for you :)
Jungle Falls (my first turok map) vs my brand new old map xD On the same scale/view.
(https://duke64nukem.files.wordpress.com/2017/11/20171104220325_1.jpg)
(https://duke64nukem.files.wordpress.com/2017/11/20171104220317_1.jpg)
As you can see its not done there is more sectors to do but still the comparison...
Triple almost quad size difference :)
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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?
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Always be sure to turn ray trace on xD
Pics look nice, good job can't wait to try it out.
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Always be sure to turn ray trace on xD
Pics look nice, good job can't wait to try it out.
That's the thing, ray trace WAS on when I took that screenshot as well as when I built the sectors for the building.
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That's the thing, ray trace WAS on when I took that screenshot as well as when I built the sectors for the building.
It looks like that model doesn't have any ray trace detection on it at all, I never used that model yet. But yeah its going to happen on that model models/city_temple_large04.bin.
Gj sticking it out and putting them there, I assumed since you're new to it xD I think I have seen this before on a different model but its definitely more rare, not a common thing.
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It looks like that model doesn't have any ray trace detection on it at all, I never used that model yet. But yeah its going to happen on that model models/city_temple_large04.bin.
Gj sticking it out and putting them there, I assumed since you're new to it xD I think I have seen this before on a different model but its definitely more rare, not a common thing.
Honestly, this doesn't compare to the kind of shit I put up with when I vector anything on inkscape, now that's torture.
This is how I feel about sectoring (http://img1.ak.crunchyroll.com/i/spire2/31d5e93226d41895a088eb60f669348f1322767860_full.gif).
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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.
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Hope to play your map Coyote should be fun :)
:campaigner:
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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.
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More pictures of my little project because why not?
(https://steamuserimages-a.akamaihd.net/ugc/928170561766439662/EEA4834D5762713D52F179C107905BB93F1788BC/)
(https://steamuserimages-a.akamaihd.net/ugc/928170561766439415/F73BEB93003A136AF6BA7949F9DBE8F2C17901EB/)
(https://steamuserimages-a.akamaihd.net/ugc/928170561766439796/A8AE7C77DA74B222B846D982DDE1C03510D5AD52/)
(https://steamuserimages-a.akamaihd.net/ugc/928170561766439999/708698D279AC46A8126D73C0116C9DA146D22BB3/)
This area was pretty dope to work with.
(https://steamuserimages-a.akamaihd.net/ugc/928170561766440067/F87B016F4B34F3548E6E6ED73197CFE6C315DC01/)
And here's where I need to continue building.
Also, a short video I just put together.
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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:
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It looks really fun :treasure: :treasure: :treasure:
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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?
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Mods are loaded according to the usual hierarchy (https://smoke39.github.io/turok/getting_started.html#FilePriority) 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 (https://smoke39.github.io/turok/defs.html#mapInfo) 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 (https://smoke39.github.io/turok/console.html#Cheats), 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.
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Just like Smoke said^
Random note: If you're in the editor and you have a fresh kpf in your mods folder of your mod, you can hit test play- then pause/restart game. It will reset the game and reload the kpf and you will play the current mod that's in your mods folder. Ehh doesn't really save any time or anything. Just something I noticed while having editor open.
Happy New Years Turok's: Random thing I did tonight lol it doesn't have perfect anims its heavily based on the assault rifle. Just messing around here. Have a good one.
(https://duke64nukem.files.wordpress.com/2018/01/t1mag6.png)
:primagen:
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Just like Smoke said^
Random note: If you're in the editor and you have a fresh kpf in your mods folder of your mod, you can hit test play- then pause/restart game. It will reset the game and reload the kpf and you will play the current mod that's in your mods folder. Ehh doesn't really save any time or anything. Just something I noticed while having editor open.
Happy New Years Turok's: Random thing I did tonight lol it doesn't have perfect anims its heavily based on the assault rifle. Just messing around here. Have a good one.
(https://duke64nukem.files.wordpress.com/2018/01/t1mag6.png)
:primagen:
Happy New Year hope it is great for you and fam. Hope to see more mods and maps in 2018. Awesome mag 60
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Happy New Years Turok's: Random thing I did tonight lol it doesn't have perfect anims its heavily based on the assault rifle. Just messing around here. Have a good one.
(https://duke64nukem.files.wordpress.com/2018/01/t1mag6.png)
:primagen:
Awesome mag60 man that's cool. When can I shoot :D
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Awesome mag60 man that's cool. When can I shoot :D
Never ever never ever xD jk. Well its one of the new weapons I have in an upcoming mod I'm working on. Lots of levels to finish. So I don't know yet shouldn't be too long considering I just need a few days to make a level.
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Make a DiddyKong60
Don't think I wont lol I will.
Well another map I'm working on, it goes with the last one I shared pics of here.
(https://duke64nukem.files.wordpress.com/2018/01/yyy.jpg)
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Make a DiddyKong60
Don't think I wont lol I will.
Well another map I'm working on, it goes with the last one I shared pics of here.
(https://duke64nukem.files.wordpress.com/2018/01/yyy.jpg)
Looks nice i see a lot of up and down there.
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Make a DiddyKong60
Don't think I wont lol I will.
Well another map I'm working on, it goes with the last one I shared pics of here.
(https://duke64nukem.files.wordpress.com/2018/01/yyy.jpg)
Map looks great there once again. Hey when can we expect the DiddyKong60 weapon? lmao
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Make a DiddyKong60
Don't think I wont lol I will.
Well another map I'm working on, it goes with the last one I shared pics of here.
(https://duke64nukem.files.wordpress.com/2018/01/yyy.jpg)
Map looks great there once again. Hey when can we expect the DiddyKong60 weapon? lmao
(https://i.imgur.com/WpJGc9K.jpg)
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Make a DiddyKong60
Don't think I wont lol I will.
Well another map I'm working on, it goes with the last one I shared pics of here.
(https://duke64nukem.files.wordpress.com/2018/01/yyy.jpg)
Map looks great there once again. Hey when can we expect the DiddyKong60 weapon? lmao
(https://i.imgur.com/WpJGc9K.jpg)
Lmao I love it!
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Make this into a mod! 2018!
Sixty Four does have a Diddy Kong mod but its for Turok 2 and incomplete so that's not a far fetched suggestion lmao.
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So I'm really close to finishing the map but I can't figure out this.
Anyone know what's wrong here?
Every other moving pillar in the map works just fine but this one is giving me a headache trying to fix it.
No matter what I try, the floor between those pillars ends up below where it's supposed to be.
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What do you have the params 1 set for on the pillars actor settings? The actors properties/misc/params 1.
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What do you have the params 1 set for on the pillars actor settings? The actors properties/misc/params 1.
-3, if I try -2 the pillars stop in the middle, which is weird because last time I tested the map, those pillars were working just fine.
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Is your actor type 310? (Mover_FloorLowerOnce)
Check your sectors. Did you make small slope test sectors around the sector your platform is on?
Are all your platforms XY position in the same sector area?
Are your TID values correct?
Are your property values setup correctly?
Target ID = Sound ID to play
Health = Delay Time to reset back to it's original position (0 = no reset)
Attach Chance = Move Speed
Params 1 = Move Distance
And are there any actors outside sectors anywhere in your map? (Certain actors outside sectors can cause weirdness with the game. You can use the validation checker in the editor to help with that. Particle Emitters and pickups are fine, but things like enemies and platforms are the bad ones)
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You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.
If your pillars are stopping at the correct length at -3, you have to fiddle with the sectors, because they're ultimately responsible for collision.
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Is your actor type 310? (Mover_FloorLowerOnce)
Check your sectors. Did you make small slope test sectors around the sector your platform is on?
Are all your platforms XY position in the same sector area?
Are your TID values correct?
Are your property values setup correctly?
Target ID = Sound ID to play
Health = Delay Time to reset back to it's original position (0 = no reset)
Attach Chance = Move Speed
Params 1 = Move Distance
And are there any actors outside sectors anywhere in your map? (Certain actors outside sectors can cause weirdness with the game. You can use the validation checker in the editor to help with that. Particle Emitters and pickups are fine, but things like enemies and platforms are the bad ones)
Redid the sectors there, replaced the old actors with new ones, verified the map and even checked a vanilla map and the same thing happens.
You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.
If your pillars are stopping at the correct length at -3, you have to fiddle with the sectors, because they're ultimately responsible for collision.
That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick.
Unrelated, but what do you guys use to record gameplay?
Shadowplay doesn't work with Turok anymore despite having the record desktop option turned on.
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I use OBS https://obsproject.com/
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That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick.
Glad it's solved :)
Sector height for pillars is trial and error. I usually make sure they're a couple feet higher than the pillar because that works most of the time, but I always check anyway.
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Since I got the full level done into Turok 2, I wanted to go head and put it into Turok 1 also now I just have to lay sectors with the full level in. Its Doom 64 Staging Area. I'm going to set up a SP on this one real fast though.
(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area.jpg)
(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area1.jpg)
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(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area.jpg)
(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area1.jpg)
So both T1 and T2 get some Doom 64 pretty cool.
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Since I got the full level done into Turok 2, I wanted to go head and put it into Turok 1 also now I just have to lay sectors with the full level in. Its Doom 64 Staging Area. I'm going to set up a SP on this one real fast though.
(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area.jpg)
(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area1.jpg)
Yes do this! I wonder how this sp will turn out I question the ability of somethings but I'm sure you can do workarounds. Hope to see this one soon hopefully real soon.
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(https://duke64nukem.files.wordpress.com/2018/01/doom64-staging-area1.jpg)
Across the nations you can hear my "fuck yeah!" Man I could see this being loved on the workshop. Get it done by Friday mate or else....lmao jk.
:campaigner: Who me? I'm an evil sob
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Get it done by Friday mate or else....lmao jk.
:campaigner: Who me? I'm an evil sob
LOL I know you're joking but well I don't know about that... though I could do that and finish it Friday easily if I set my mind to doing that. But I don't know that I will. I'm so tired already after work lol. So that's not my goal. :) Also, I haven't been responding much to anyone and apologies.. I'm really not feeling like myself lately. I'll be fine though of course but yeah I have some things going on here. Keep up the good work everyone. Show me some WIP stuff!
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I wasn't sure which color to go with on the level, the orange tint or the blue tints hmm. The level in Doom 64 is normally more of a orange tint but in some places its blue, here I can't do both of them like that. Most likely I'm going with the orange one to stay more original but wanted to see if anyone has any thoughts on that because the blue looks neat gives it a nice spacial atmosphere.
(https://duke64nukem.files.wordpress.com/2018/01/td6411.jpg)
(https://duke64nukem.files.wordpress.com/2018/01/td64sa1.jpg)
Gameplay partially done.
(https://duke64nukem.files.wordpress.com/2018/01/arghh.jpg)
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I wasn't sure which color to go with on the level, the orange tint or the blue tints hmm. The level in Doom 64 is normally more of a orange tint but in some places its blue, here I can't do both of them like that. Most likely I'm going with the orange one to stay more original but wanted to see if anyone has any thoughts on that because the blue looks neat gives it a nice spacial atmosphere.
(https://duke64nukem.files.wordpress.com/2018/01/td6411.jpg)
(https://duke64nukem.files.wordpress.com/2018/01/td64sa1.jpg)
Gameplay partially done.
(https://duke64nukem.files.wordpress.com/2018/01/arghh.jpg)
Go orange!
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Wait a second... Is this E1M1 from Doom 64?
Looks like it. :)
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(https://duke64nukem.files.wordpress.com/2018/01/td6411.jpg)
Yep go with the orange :D Can we expect a release soon? Put this on workshop!
Wait a second... Is this E1M1 from Doom 64?
Yes Doom 64 Staging Area.
:campaigner: :campaigner: :campaigner: :campaigner:
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(https://duke64nukem.files.wordpress.com/2018/01/td6411.jpg)
Cool man!
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(https://duke64nukem.files.wordpress.com/2018/01/td6411.jpg)
Any progress on this yet :) I'm sure you did a lot.
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Any progress on this yet :) I'm sure you did a lot.
Yes but i will make its own thread soonish.
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Made it up lol. Tal'Set you must find Danielle's t3 tomahawk. Its said that it is considered a threat to the darksyde. The weapon has traveled through dark portals- and has the blood of Oblivion attacks. Only pure hearted beings can hold this weapon without dying on the slightest touch.
(https://duke64nukem.files.wordpress.com/2018/04/t3-axe-talset.jpg)
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Made it up lol. Tal'Set you must find Danielle's t3 tomahawk. Its said that it is considered a threat to the darksyde. The weapon has traveled through dark portals- and has the blood of Oblivion attacks. Only pure hearted beings can hold this weapon without dying on the slightest touch.
(https://duke64nukem.files.wordpress.com/2018/04/t3-axe-talset.jpg)
I like that small story line for it. Sounds cool.. good idea to get her tomahawk as a weapon.
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Soon®.
(https://steamuserimages-a.akamaihd.net/ugc/933816331626636464/3152F7A3473038121B8993B9BF6182751F5ED1C6/)
(https://steamuserimages-a.akamaihd.net/ugc/933816331626636384/97A7A96B3096135B3494054042CEED2EE99FC5BB/)
(https://steamuserimages-a.akamaihd.net/ugc/933816331626636261/DCAF9B450A79FEF972BC92B041F1127D81291439/)
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Turok zoo map?
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Looks like Turok is in for a surprise :raptoid:
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Been making progress on F.E.A.R SFX for Turok 1, it's a lot harder than it needs to be.
Weapons affected as of rn:
- Pistol
- Shotgun
- Auto shotgun
- Assault Rifle
- Pulse Rifle
- Minigun
- Grenade Launcher
- Alien Rifle
- Quad Rocket Laucher
- Accelerator
- Fusion Cannon (select only)
If you've watched the video, I'm having some issues trying to make the assault rifle have randomizing sounds without them overlapping or go outright missing. Think someone can help out with that with the ksnd editing?
EDIT: Ditched the random sounds for the assault rifle, replaced minigun fire sound with the one actually used in the expansions.
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If you've watched the video, I'm having some issues trying to make the assault rifle have randomizing sounds without them overlapping or go outright missing. Think someone can help out with that with the ksnd editing?
I'm guessing you're putting all the variants in one .ksnd and setting "random" for each to 1/[number of variants]? Each sound's chance of playing is independent, so you'll need to pick the sound to play in script. Here's one method you could use:
// play a random sound among "FEAR_AR_Fire0.ksnd" through "FEAR_AR_Fire3.ksnd"
self.PlaySound( "sounds/shaders/FEAR_AR_Fire" + Math::RandMax(4) + ".ksnd" );
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Would this be put in the weapon scripts? I was hoping to not tamper with that considering that would cause incompatibilities with other mods that change weapon behavior like Turok+.
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Yeah, it would. Guess you'll have to stick to just one sound, as you were doing, then.
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I can always make a separate version that's compatible with Turok+ then, which I don't mind because of how much content it has that I can work with.
Been wanting to do a modded play with T+ and some beefy sounds, so at least to me that'll be worth the work. :V
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Because I am an unambitious clutz who never finishes his work, some SFX from Bioshock got my interest. :y
I just love giving weapons some beef to them.
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Nice sounds there neat idea. Minigun cool down was nice also the quad rocket launcher is powerful.
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I'm wondering if there's a way to cut off sounds so that they don't overlap, like with pain sounds and consecutive gunshots like with the assault rifle.
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https://smoke39.github.io/turok/kActor.html#stopping_sounds
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Oops I did it again.
A mix of Perkristian's HD Doom sounds, some of the classic Doom sounds, and some of Quake 2's sounds reintroduced into a classic of its own time. Download not yet available.
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Oops I did it again.
A mix of Perkristian's HD Doom sounds, some of the classic Doom sounds, and some of Quake 2's sounds reintroduced into a classic of its own time. Download not yet available.
Some of the very best rolled into one lol
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I'm working on a project I consider pretty important for Turok right now. I'm taking the open-source Rocket Launcher 2.0 and adding full support for Turok. Later on I will be adding Turok 2 and Forsaken.
Why do I consider this so important? Several reasons.
First, there is no good way to control mod load order for Turok. The steam workshop works off your subscription date, and GOG players must use the mods folder, which loads in alphabetical order. Rocket Launcher gives us the ability to load mods in any order we want. This means that mods that require compatibility patches, or unofficial patches, or tweaks, are all fully possible now, because you can control their order.
Second, it provides a mod launcher for GOG players, I am not aware if the GOG editor has any kind of mod launcher. So I consider this important for them.
So, I think having an "official" launcher for Turok will be a huge benefit to everyone, and of course I plan on putting my code on github soon.
(https://i.imgur.com/K0oMTiC.png)
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I'm working on a project I consider pretty important for Turok right now. I'm taking the open-source Rocket Launcher 2.0 and adding full support for Turok. Later on I will be adding Turok 2 and Forsaken.
Why do I consider this so important? Several reasons.
First, there is no good way to control mod load order for Turok. The steam workshop works off your subscription date, and GOG players must use the mods folder, which loads in alphabetical order. Rocket Launcher gives us the ability to load mods in any order we want. This means that mods that require compatibility patches, or unofficial patches, or tweaks, are all fully possible now, because you can control their order.
Second, it provides a mod launcher for GOG players, I am not aware if the GOG editor has any kind of mod launcher. So I consider this important for them.
So, I think having an "official" launcher for Turok will be a huge benefit to everyone, and of course I plan on putting my code on github soon.
(https://i.imgur.com/K0oMTiC.png)
This is very important, yeah, we already having mods which require other mods loaded, as well as needing load order to combine mods so that they do not overwrite each other.
Please keep us updated, need this to see the light of day.
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UPDATE: Released the second version. Use it instead!
https://github.com/Doommarine23/RocketLauncher2/releases/tag/T-v0.2
I've announced it on the Discord and I'll do it here too. Here is the first release of my extension of Rocket Launcher.
https://github.com/Doommarine23/RocketLauncher2/releases/tag/T-v0.1
Turok 1 is fully supported, and right now this is Windows only. There is instructions on how to use on the page, its super simple.
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I've really been on a roll recently.
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Just a small update on that Spas 12. I've added new sounds and animations. I won't be showing it off again for awhile as I don't wanna spam this channel and rather surprise everyone with a big update.
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It reminds me of the reflections you'd see on water in turok 3. :P Very smooth, fits right in the game.
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Posted this on the Discord but I'm posting it here now, figured you guys would get a kick out of this.
I've made fake lighting for guns, by using the bflash variable on particles. This variable makes the entire screen light up to simulate lightning. It can also be controlled in a few other ways like colors, so I'll be adding onto this later.
I am going to try and find more ways to control it. Besides guns, explosions, and lightning, I think the next best use would be for flood lights. Like you're in a small room with tons of red emergency alarms, or perhaps in a lava filled area.
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Cool idea. I'll be interested to see what the extent of bFlash's capabilities are. Can the directional lighting be affected, or just ambient (white and black colors maybe)? Can the level's lighting be darkened with negative values? Can the directional light's direction be changed (maybe with translation)?
Even if you can only add to the level's ambient light, you could theoretically script a level's ambient light by setting it to 0, then spawning different particles to set it depending on where you are in the map.
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I need to study it more, but I know that it can change colors, I am not sure if it depends on the sprite the particle uses, or if that is simply ignored. It uses a mixture of the white color and black color settings to control the colors.
I am not sure if the lighting value itself can be brighter or darker and I need to test more.
I don't think negative values could work, and there is no directional lighting at all, as it covers the entire world space.
I also don't think it fades in/out smoothly. I suspect this same color/lighting system was used for the spiritual invincibility, which DOES smoothly transition.
So yeah, a lot more testing is required, I'll test out some of your direct questions and see how it goes.
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I know I post in this thread a lot, but I figure my doom or quake buddies will get a kick out of this one.
As I've posted on the Discord, I made this model quite awhile ago, but it was for a Half-Life mod. I wasn't happy with the final model, and so instead of deleting it, I've given it new life in Turok. The textures still need work but I think its gonna be pretty cool. I'm a bit worried about the animations as well but I can figure that out later.
(https://cdn.discordapp.com/attachments/364499523290136576/557100852536541184/unknown.png)
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Thought I'd show something pretty cool I just figured out in modding Turok 1. Using the _morph animation to blend each frame of a model together.
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That's awesome great stuff!
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I wasn't clear on what was special about this at first, before I realized it was moving per-vertex rather than per-triangle, which normal T1 anims can't do. So the "_morph" anim basically causes the model to constantly cycle through its variants (with tweening, it looks like)? I always thought it triggered a hard-coded procedural animation or something, but this is a lot cooler.
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From what BP has told me it reminds me of what I'm doing in DKR for animations so that could be pretty awesome. Wonder what all might come from this. Eventually I bet some great things.
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Haven't really posted in the forums cause the Discord is faster and more immediate, also supports .webm videos. But you know what? Time to change that a bit and give some love back. Here is a new weapon I'm working on for my weapon pack.
Its an energy rifle, and I'm still planning out how it functions, and hopefully that functionality will be complex like in Half-Life. I'm really pleased with how clean and complex this one came out. I'm trying more to avoid tons of chrome on weapons, to try and give a more detailed design, and I think its turning out great. I'm really busy with college but I'll try to squeeze in more work and more previews later.
(https://i.imgur.com/8zcjP8w.jpg)
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Looks really interesting! Lots of neat individual details and has that hybrid Turok tech feel. Good stuff!
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Thank you guys. I'm glad that I really seem to have nailed a style that fits Turok.
Also I appreciate your ideas, Dinosoid. I actually had something kind of like that in mind. I will play around with it sometime.
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Hey guys, sorry its been awhile. Busy with college and such, might enter honor society. Other things in life, you know? I do have a lot of Turok stuff in the works, but not all of it is really ready to show yet. Like with Agent Turok (00T) I've made lots of progress but its in that buggy half-functional state, making new animations and such.
But, BP's really been kicking ass with the Blender plugins and while there is still some issues to work out, it makes getting work into the Turok engine, especially animations, much faster.
So anyway, I just wanted to show off a little mini mod I am working on. I wanted to put his plugin through some testing, and I've been making a very simple weapon pack I'll be releasing within a few weeks. Unlike my big ones coming up, this is going to contain less weapons, and I'm trying to stick to vanilla resources whenever possible. Like the front of this AK74SU is 100% the Rifle from Turok. Firing sounds? Just the rifle one, pitched up in the shader.
(https://cdn.discordapp.com/attachments/364499523290136576/631306962394677248/20191008214813_1.jpg)
(https://cdn.discordapp.com/attachments/364499523290136576/631262763162927105/unknown.png)
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I hope you mean a Turok honor society!!! Good luck and sweet WIP.
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Late reply, but thank you ZEED. :have a nice day:
Hopefully I will be releasing my weapon pack sometime this month. But for now, I have a small gift for the community, its the Turok 3 pistol converted to Turok!
Its not perfect, its a model rip, and the ripper only rips what it sees, so I had to edit and reconstruct some parts. Additionally, animations cannot be ripped, and Turok 3 uses bone based animation unlike Turok, so it would not be compatible anyway.
But I think you guys will get a kick out of it. It has the original sounds, and custom animations that should look somewhat similar to Turok 3. It also should have a similar rate of fire.
https://mega.nz/#!39hTzAYb!tKrPP7bCYPDz4M_KCS6f-B16ZcbugVPZqXUdD2VEats
(https://s5.gifyu.com/images/udqW8K0---Imgur.gif)
(https://i.imgur.com/8ME2kWc.jpg)
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That's hot soup man! good work, cheers will have to check this out for sure!