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Messages - DoomMarine23

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11
There is no Turok .bin plugins for 3DSMAX, only Blender 2.8+

12
Hey, those look pretty cool. I'll try and answer these questions for you.

1. I am not sure what the polygon limit is, but its very very high. Those models should work just fine.

2. Yes, it is entirely possible to import custom models with different hands or screen positions.

3. The minigun's barrel is animated in code. You can simply remove that code in your weapon mod for the M60

4. Textures for Turok simply need to be .PNG

5. Turok does not use skinned meshes like Half-Life with a skeleton. Instead, models are animated in pieces/segments like an action figure. This should not be a big issue for animating weapons, however. But it would make more complex animations like reloading and bending fingers require more planning.

All in all, everything you want to do is absolutely possible and fairly easy. Make sure you get Blender 2.8+ and the plugins that Behemoth Programmer created

https://behemothprogrammer.github.io/TurokBlender/index.html

13
Textures need some clean up in my opinion, lots of tiling. But beyond that? You've been making some great progress. I know this must have been a lot of work, and there is more to be done. I am also really impressed with the custom zombie enemies. All in all, besides my critique, this looks really promising, and I know its going to be great considering how awesome your last level was. Keep it up.

14
Rad, I'll check it out soon. Very exciting!

15
Turok General Discussion / Re: Turok Art/Photoshop
« on: March 13, 2020, 08:49:01 PM »
Oh yeah, that is fucking great.

16
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Enhanced Weaponry
« on: February 28, 2020, 12:29:20 AM »
I appreciate the fact that Turok 2 is getting more custom weaponry  :oblivion:

Trust me, I got big plans for Turok 2.  :have a nice day:

17
Turok 2 Seeds of Evil Modding/Mapping / Re: Harbor 5 - Remastered
« on: February 26, 2020, 06:59:47 AM »
Glad I could help you get this up. You did a great job and it was fun play-testing a few times. We really need to have a few game nights.  :have a nice day:

18
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.


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Turok 2 Seeds of Evil Modding/Mapping / Turok 2: Enhanced Weaponry
« on: February 15, 2020, 10:57:55 PM »
Introduction
I've finally decided to make a thread for one of my many projects. I promise you that threads for all my other projects will be coming over time.
Simply stated, Enhanced Weaponry is a modification that improves the gameplay of Turok 2 by adding secondary firing modes and alternative ammo to most of the weapons, as well several balancing tweaks.

I intend on this mod being lightweight, so it should run with custom levels easily, and compatibility patches will be easy as well. Multiplayer and Co-Op support is on my To-do list.
I will be releasing a public test release soon. I still have several issues to fix, weapons to modify, and art assets to create. I will be posting content updates to this thread semi-frequently. But I will be far more frequent on the Turok Discord!

Special Thanks To: Raptor Dan for allowing me to integrate his shell FX restoration into my project. Badger for being a good friend and testing for me on spur of the moment.
Current Plans / Changes
  • Player can Hold 80 Bullets, 30 Buckshot, and 20 Explosive rounds because of the increased ammo consumption given by the numerous secondary modes.
  • Pistol: Secondary Mode: Full Auto with lower accuracy
  • Shotgun: Primary Mode: Same function, but has a new animation and fires faster. Secondary Mode: Fires 14 pellets and uses 2 ammo, slower.
  • Mag60: Primary Mode: No Change Secondary Function: Takes 5 ammo, fires a single accurate shot that does 5x damage.
  • Tranquilizer Rifle: Primary Mode: No Change Secondary Function: Takes 10 bullets, fires a single accurate shot that does 10x damage based off the Mag60. Note: Weapon will automatically switch firing modes if you run out of ammo.

Media

20
Turok 2 Seeds of Evil Modding/Mapping / Re: Fixed Deadmen Textures
« on: February 12, 2020, 06:16:32 AM »
That is how I create kpf archives. its honestly the best way to do it. Thank you, I'll try your mod out when I have the time.

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