Author Topic: Turok Dinosaur Hunter WIP Projects  (Read 124287 times)

Offline Jay Doomed

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #60 on: September 27, 2017, 03:41:58 PM »
Looking niice.

Who I learned from? xD Map nearing finish.

"Whatever it is, it doesn't belong in this world."

Offline BehemothProgrammer

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #61 on: September 27, 2017, 09:08:36 PM »
o nice looks good. Can't wait to try it out.
Turok 2 Co-Op Mod

QTurok | Turok: Mountain of the Sun | WolfenTurok 3D | and more...

Offline Jay Doomed

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #62 on: October 02, 2017, 11:48:27 AM »
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.
"Whatever it is, it doesn't belong in this world."

Offline Deathsphere

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #63 on: October 04, 2017, 02:55:42 PM »
Looks good waiting to play.

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #64 on: October 10, 2017, 02:37:57 PM »
Working on snow textures and Santa sleeves.


Akimbo Shotguns

Offline Smoke39

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #65 on: October 11, 2017, 05:18:42 AM »
Akimbo Shotguns

Are they lever-action?  You can't have akimbo shotguns without the Terminator twirl.

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #66 on: October 11, 2017, 09:37:08 AM »
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 :(

Offline Smoke39

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #67 on: October 11, 2017, 07:09:02 PM »
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.

Offline DoomMarine23

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #68 on: October 11, 2017, 08:06:30 PM »
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.

Offline Smoke39

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Re: Turok Dinosaur Hunter WIP Projects
« Reply #69 on: October 11, 2017, 08:48:58 PM »
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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