Author Topic: Turok 2 Seeds of Evil WIP Projects  (Read 58768 times)

Offline Raptor Dan

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #60 on: August 15, 2018, 12:24:57 AM »

Testing out a grenade trail SFX from bioshock on the Endtrail's grenades, not too pleased with the result as it doesn't follow the projectile so no matter where you are the sound will be at where the endtrail grenade particle was created.

Offline Victorious_Games

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #61 on: August 17, 2018, 02:50:57 PM »
If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.
« Last Edit: August 17, 2018, 02:51:33 PM by Victorious_Games »
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #62 on: August 17, 2018, 09:51:30 PM »
If you make the particle create the sound it should work.

startsound = "your sound number"

I may be wrong though.

That's exactly what I did, Endtrail_grenade.particle with my custom sound. The problem is that the sound does not follow the particle at all, just where it was spawned.

Offline Victorious_Games

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #63 on: August 18, 2018, 01:59:50 PM »
That sucks.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline BehemothProgrammer

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #64 on: August 19, 2018, 11:00:57 PM »
Maybe try doing one of the play sound events on tick in the particle.

Code: [Select]
[11] //active
{
eventID = 0 //Play Sound
params = { 15210.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 }
}

If one of the play sound events don't work try the others. And if the sound keeps playing every tick set bOneInstancePerSource = 1 in the sounds .ksnd file. And if none of that works then I guess you'd need to do scripting.
Turok 2 Co-Op Mod

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

Offline Victorious_Games

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #65 on: August 20, 2018, 09:27:03 AM »
Hey that's a good tip. I could use this myself in the future. Thanks Behemoth.
Turok 2 Ascension MODDB Page: https://www.moddb.com/mods/turok-2-ascension

Offline Raptor Dan

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #66 on: August 22, 2018, 12:14:36 PM »

Found the sound Terminator 2 uses for its shotguns, wanted to test it in Turok 2 if it fits the shotgun. Result is, kind of?

Offline Raptor Dan

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #67 on: August 24, 2018, 09:25:55 PM »
-snip-

Sorry for the late reply, but I had tried this and unfortunately it did not work.
I'll have to cut it out completely since I don't know anything about scripting, and I don't want this mod to get too ambitious with things that don't need to be changed. Thanks for the help, though!

Offline Sharev

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #68 on: October 02, 2018, 02:35:07 AM »
Hello everyone! After months of lurking and using these forums as a guide for Turok 2's Kex Editor, I've finally decided to make an account to show off what I've made so far. The three shown maps are all a little further along than these videos show and you can finally travel between them using the teleporter, I just decided to hold off on recording again I have more to show.





Additionally, does anyone happen to know how to raise the ceiling sector height? Any time I make them they default to a height of 0, and I can't find anything to fix this.

Edit Immediately After Posting: Of course I'd manage to post this before I finished writing it out and figuring out how to embed links...
« Last Edit: October 02, 2018, 02:46:12 AM by Sharev »

Offline vis

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Re: Turok 2 Seeds of Evil WIP Projects
« Reply #69 on: October 02, 2018, 06:02:28 AM »
Welcome on forum!  :feather:
Imo, i would play, day and night, all maps with red-ish fog and sky, plus oblivion force in, (horror vibe to, a bit, hehehe, can't go wrong!) Well done! And i would like to see it, in mp and co op mods, one day! (still waiting updates for remaster, to make it near classic quality, for mp part) Have good work on your all T2 projects!
(GoT) vis *RS*
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