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Messages - DarkDefiler

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Turok 2 Seeds of Evil Modding/Mapping / Re: Fixed Deadmen Textures
« on: February 12, 2020, 12:33:05 AM »
Oh wow, that is cool as hell. Makes me think an "unofficial patch" project would be pretty cool.

I didn't even realize this was an issue with em, honestly details like this always fly by me, but damn, great job.

IMO, may as well release it, seeing as the work was done. Even if its an incredibly small mod.

Added a download, hopefully it works. I'm not sure how to package a KPF file normally so I grabbed my game.kpf and deleted everything unrelated to the specific mod.

2
Turok 2 Seeds of Evil Modding/Mapping / Fixed Deadmen Textures
« on: February 11, 2020, 11:58:59 PM »
Starting to feel around the files and decided to fix the Deadmen textures.

The Deadmen shipped with the original release version of the game (with no horns) were always using the head texture for the (then scrapped) Hellsoldier instead of their own, so I fixed that as well as fixed the Hellsoldier head textures. The common variant's original head texture is nowhere present in the files so I had to attempt to re-create it. This is a beyond miniscule mod and I wanted to see if anyone would want this.

The stretched membrane has also been fixed on the common Deadmen and both variants appear in-game with their correct red/orange sinew coloring.




In-game:



Edit:

Download:
https://www.dropbox.com/s/avm6xk3g2z3z8ux/DeadmenFix.kpf?dl=0

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How do I go about editing materials and setting new materials for models in Turok 2? In Kex Studio there is a taskbar of other tools but ONLY the Level Editor comes up. any ideas?


4
Thanks for the reply, and hi!

I meant to post another screenshot but I couldn't snatch a good looking one of the scorpion rockets zooming by with their sharp blue lighting circle. Some sounds like when the Raptoids are dying are very high pitched and crunched. Also the Flare Gun's flare burning sound cuts out almost immediately after making contact with a surface. Those are the few that stick out in my mind. Something I was hoping to do was take audio form the original disc version of the game and port them over so they aren't so mismatched and high-pitched. The main issue I want to rectify of course is the ugly glowing lighting being so sharp and miscolored but in the end I hope to learn the modding for this game as I want to reconfigure the levels to how they were originally since some of the changes made i personally think make for a lesser experience.

5
What is the files that dictates how the dynamic glow looks for things like rockets and explosions and their colors?

I'm trying to make the remaster look more like the imo superior N64 version where the flashlight is blue, the explosion lighting is softer (instead of that sharp blue light circle for ALL explosion vfx) and set the correct ones to their corresponding weapon. Night Dive did good with the remaster but they ruined most of the sounds and visual effects.

Which file dictates these?

I wouldn't mind making the warp portals look less bright and instead softer like they used to be.

Photos of what I'm talking about:

Remaster:


I'm tired of the remaster looking so ugly. :(

6
Thanks for this program!

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