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Messages - DoomMarine23

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Turok General Discussion / Re: What qualities make a good Turok?
« on: April 28, 2021, 09:57:00 PM »
To expand on what I said on Discord with you. I think that to take the mantle of Turok, and to carry it fully, would require a lot of specific traits. I think someone who carries that burden must be courageous, self-sacrificing, sometimes even of their own morals or ethics if required. They must be intelligent, perhaps not in a purely academic sense, but able to strategize, understand new enemies, new technologies, weapons and items. As well as other traits such as resourceful. Of course, I can keep going on, but I am sure you get the point  :have a nice day:

Now I must admit, I never really had a chance to read the comics besides a few issues throughout the various eras, and I never got to read the novels. But I assume that people who hold the mantle of Turok are nearly the same as regular humans, besides the Light Burden and armor they carry. So I firmly believe that they must on some level, carry some of the best traits of humanity. Why else would Tal'Set be called "The Fury of Hope"? Because being a Turok is more than being a warrior, its being a guardian of Humanity, of The Lost Lands. It is important, but not enough, to be a strong warrior in combat.

Turok 2 Seeds of Evil Modding/Mapping / Re: Scope anywhere mod
« on: November 19, 2020, 10:18:49 PM »
Neat, I'll try it out soon.  :)

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

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

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.

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

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

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:

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:

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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