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Messages - Snake Plissken

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31
Turok 2 Seeds of Evil Modding/Mapping / Goldeneye in kex engine.
« on: August 02, 2017, 03:43:53 PM »






Goldeneye stuff in kex engine. Depending on my minds popular demand between things I'm working on, I may or may not  work on something serious with this, all tho I could replicate all of olden eye on kex, I don't think that's going to happen as I'm already doing this for zero hour and still have my brutal turoks and another mod all for kex alone still in the works. Intresting stuff none the less.

32
All the weapons too? This is too much :P Good job snake!

The hammer and rage wars razor wind are my fav. Should be fun to work with

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Nice work man! Consider me the same in terms of any testing ;P
Snakez. Thank you. Your a official tester. I'll keep you informed of a first build when ready

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Tnx, can't wait to play it! If you need help in testing, just call us! ;)

Vis. Thank you. Your a official tester, I'll keep you informed when a first build is ready.

35
1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?

2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.

3) How do you play animations? i didnt see a "play" button.

4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?

I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!

1) I haven't done anything for viewing Animations yet. What you're seeing is the skinned mesh with no bone transforms.

2) You create your animated model in an appropriate format that supports bones and animation like you normally would in your modelling program. Then you'll be able to import it in. You can import the skinned mesh right now but theres no animation yet.

4) I haven't done exporting yet. not sure I will, well maybe....we'll see. If you need to check scale right now you can import a static mesh and compare it to a model in the game such as the endtrail enemy.

What would a custom models appropriate format be like? For example, do I create a standard key frame based .obj animation made with blender? What do I need to follow... What pipeline or model.. Do I need to maintain in order to have a sucsessfully convertible animated model for use with fireseed.

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download link: https://drive.google.com/file/d/0BzvqvI-VhB2Fc29VdEZneWh2M0E/view?usp=sharing

This mod adds 8 new maps resembling turok rage wars levels and a new model for the tekcrossbow that you can enjoy playing raptor fest gamemode in. There is 3 maps finished, excluded from the mod but are back on there way soon, and even more, later on to come.

TODO-
-add rage wars weapons
-add the rest of the levels
-resize levels and walkable spaces
-find out how how to get a custom weapon to fire a custom particle
-create and add particles
-add and place pickups for rage wars weapons, powerups, pickups, ect.

note: all 3d assets have been extracted, converted, and added, we just need to rig it all up

developers- Badger, Snake Plissken

if your able to help please contact me











https://youtu.be/ypSDWIHIG78

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Rage wars the mod, or "brutal rage wars" (name pending) will be a mod for turok 2 multilayer that has been constructed by ripping the textures and 3d data of all assets from the N64 title rage wars, and porting the model data over for use within turok 2's kex engine.

Every single weapon has been ripped and converted for use with turok 2

Most every level, with every single level planed, has been ripped and converted for use with turok 2

Every weapon from then"select a weapon and character screen" has been ripped and converted for use within turok 2 and as level pickup weapons.

Every power up and ammo pickup has been converted for use with turok 2













































More info soon...

37
Off topic question, I took a look at it and seen that it can't as of yet and I'm aware it's a work in progress. However am I incorrect. Can fireseed allow for the creation of new animations or creation of new animations useing original vanilla animation as a base?

38
I made a quick implementation of this in Unity. If you have and know Unity then you can download the scripts for the editors here: https://www.dropbox.com/s/nvl8ebt73v1j1sj/T2%20Model%20Editor%20%28Unity%29.zip?dl=0 or through my sig. This allows you to more easily edit the values in .skinnedmesh and .anim files.

Hey bp this link is dead can you re post? And what do you mean by unity implementation used to edit values. Do you have it where unity can be used to change or create animations within a .skinnedmesh format? What kind of values can be edited. Thnx.

39
Thanks. You can see what new weapons models I'll be using soon in some mod, in the video I linked in the post.

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-----NEW PICS-----






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I've been working on converting some of my favorit 3d models. and others tailored just for this mod, for construction in turok 2's kex engine.

in these two pictures I attached to this post, you will see that I am working with several new models I fine tuned, and/or tailor made and converted to kex engine's format




in this video link you can see some of the models in a video. there is a whole lot of new stuff so this video, in its length, shows only some things.
https://www.youtube.com/watch?v=br6s7hFk9ks

There's most every map from Rage wars on N64 in here.

every single weapon from the "select a weapon and character screen" in rage wars n64 has been ripped and converted for use as in game weapon pickup models within what will be a turok 2 rage wars multiplayer experience.

every single weapon from ragewars ( with the players hand(s)!) have been ripped from the n64 game and converted to kex engine's model format for use as newly added weapons.

a dev version of the facility level from goldeneye is included. its a rough rip of the level from the n64 game and the assets converted to kex engine.

dozens of new weapons ranging from low poly pistols and rifles to very high poly new version of a razorwind, knifes, sythe's, launchers, and lore friendly melee weapons ect.

extra content include, a few high poly 3d models of terrains, a ice planet surface, a platform, satellite array tower, and a imperial shuttle from star wars has also been added, as well as a tie-fighter and a lightsaber for use as a weapon.

the two pictures are of early progress in adding a whole city's district being added to the game, and shown in the kexstudio editor. the city is themed after being damaged, and destroyed, apocalyptic, ect. 

I have plans for all of this each having plans all in there selves...
im also working on much much more...
with a little work there should be good times ahead of us. ;)

Update: I will map out walkable areas for this map so it can be used in multiplayer, other then that I may just place a few pickups and spawn points and release it as is. I may end up using  this in a total conversion idea I've been thinking of working on. A stalker themed game.
















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